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DNA2 Bug Fixes - Part 2
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val. This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand. This change also messes with the gene activation logic.
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@@ -119,6 +119,25 @@ var/global/floorIsLava = 0
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else
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body += "<A href='?src=\ref[src];makeanimal=\ref[M]'>Animalize</A> | "
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// DNA2 - Admin Hax
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if(iscarbon(M))
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body += "<br><br>"
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body += "<b>DNA Blocks:</b><br><table border='0'><tr><th> </th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th>"
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var/bname
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for(var/block=1;block<=DNA_SE_LENGTH;block++)
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if(((block-1)%5)==0)
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body += "</tr><tr><th>[block-1]</th>"
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bname = assigned_blocks[block]
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body += "<td>"
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if(bname)
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var/bstate=M.dna.GetSEState(block)
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var/bcolor="[(bstate)?"#006600":"#ff0000"]"
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body += "<A href='?src=\ref[src];togmutate=\ref[M];block=[block]' style='color:[bcolor];'>[bname]</A><sub>[block]</sub>"
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else
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body += "[block]"
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body+="</td>"
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body += "</tr></table>"
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body += {"<br><br>
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<b>Rudimentary transformation:</b><font size=2><br>These transformations only create a new mob type and copy stuff over. They do not take into account MMIs and similar mob-specific things. The buttons in 'Transformations' are preferred, when possible.</font><br>
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<A href='?src=\ref[src];simplemake=observer;mob=\ref[M]'>Observer</A> |
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@@ -273,7 +273,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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if(istype(M, /mob/living/carbon/human))
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log_admin("[key_name(src)] has made [M.key] a changeling.")
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spawn(10)
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M.absorbed_dna[M.real_name] = M.dna
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M.absorbed_dna[M.real_name] = M.dna.Clone()
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M.make_changeling()
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if(M.mind)
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M.mind.special_role = "Changeling"
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@@ -986,3 +986,19 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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usr << list2text(dead_mob_list,",")
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if("Clients")
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usr << list2text(clients,",")
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// DNA2 - Admin Hax
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/client/proc/cmd_admin_toggle_block(var/mob/M,var/block)
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if(!ticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon))
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M.dna.SetSEState(block,!M.dna.GetSEState(block))
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domutcheck(M,null,MUTCHK_FORCED)
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M.update_mutations()
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var/state="[M.dna.GetSEState(block)?"on":"off"]"
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var/blockname=assigned_blocks[block]
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message_admins("[key_name_admin(src)] has toggled [M.key]'s [blockname] block [state]!")
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log_admin("[key_name(src)] has toggled [M.key]'s [blockname] block [state]!")
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else
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alert("Invalid mob")
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@@ -447,9 +447,13 @@ Traitors and the like can also be revived with the previous role mostly intact.
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if(record_found)//Pull up their name from database records if they did have a mind.
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new_character.dna = new()//Let's first give them a new DNA.
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new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
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new_character.dna.SE = record_found.fields["enzymes"]//This is the default of enzymes so I think it's safe to go with.
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// I HATE BYOND. HATE. HATE. - N3X
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var/list/newSE= record_found.fields["enzymes"]
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var/list/newUI = record_found.fields["identity"]
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new_character.dna.SE = newSE.Copy() //This is the default of enzymes so I think it's safe to go with.
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new_character.dna.UpdateSE()
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new_character.UpdateAppearance(record_found.fields["identity"])//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
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new_character.UpdateAppearance(newUI.Copy())//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
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else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
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new_character.dna.ready_dna(new_character)
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