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TG: Changed the way facial scarring works. Instead of setting your real_name to
"Unknown" it uses the disfigured variable of a human's head organ to dictate the human's name variable. This means real_name is now somewhat back to being a reliable source of the mob's actual name. It should eliminate a lot of the "cloning as unknown" bugs. It also means I could simplify that god-awful name updating stuff into a nice and simple helper proc. Some original_name stuff was added here and there, mainly during cloning. A lot of the "getting random ghost names" should be fixed now. Still loads to do though, particularly with transforms and such. >_> Fixed a runtime with Tajarans trying to use a variable that doesn't exist for PDAs. Removed that variable from IDs as it's only used by furries. Revision: r3546 Author: elly1...@rocketmail.com
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@@ -354,37 +354,8 @@
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overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
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belt.screen_loc = ui_belt
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if ((wear_mask && !(wear_mask.see_face)) || (head && !(head.see_face))) // can't see the face
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if (wear_id)
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if (istype(wear_id, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/id = wear_id
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if (id.registered_name)
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name = id.registered_name
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else
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name = "Unknown"
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else if (istype(wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = wear_id
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if (pda.owner)
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name = pda.owner
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else
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name = "Unknown"
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else
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name = "Unknown"
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else
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if (wear_id)
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if (istype(wear_id, /obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/id = wear_id
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if (id.registered_name != real_name)
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name = "[real_name] (as [id.registered_name])"
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else if (istype(wear_id, /obj/item/device/pda))
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var/obj/item/device/pda/pda = wear_id
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if (pda.owner)
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if (pda.owner != real_name)
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name = "[real_name] (as [pda.owner])"
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else
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name = real_name
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name = get_visible_name()
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if (wear_id)
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wear_id.screen_loc = ui_id
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