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Removed var/constant/Pi It's already defined in setup.dm Moved a bunch of global_lists to global_lists.dm Fixed hair randomisation. (still bits to do) Moved a lot of preferences_setup.dm stuff into __HELPERS/mobs.dm They'll be FAR more helpful as generic procs, rather than something tied to preferences. Merged mob/var/nopush into status_flags with the CANPUSH flag Merged mob/var/nodamage into status_flags with the GODMODE flag Removed mob/var/be_syndicate and mob/var/be_random_name as they are not used. Added /proc/ui_style2icon(ui_style) proc. It converts a string like "Midnight" into its corresponding dmi file. The code fore creating a new hud uses it. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5164 316c924e-a436-60f5-8080-3fe189b3f50e
54 lines
1.3 KiB
Plaintext
54 lines
1.3 KiB
Plaintext
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//This proc is the most basic of the procs. All it does is make a new mob on the same tile and transfer over a few variables.
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//Returns the new mob
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//Note that this proc does NOT do MMI related stuff!
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/mob/proc/change_mob_type(var/new_type = null, var/turf/location = null, var/new_name = null as text, var/delete_old_mob = 0 as num)
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if(istype(src,/mob/new_player))
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usr << "\red cannot convert players who have not entered yet."
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return
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if(!new_type)
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new_type = input("Mob type path:", "Mob type") as text|null
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if(istext(new_type))
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new_type = text2path(new_type)
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if( !ispath(new_type) )
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usr << "Invalid type path (new_type = [new_type]) in change_mob_type(). Contact a coder."
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return
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if( new_type == /mob/new_player )
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usr << "\red cannot convert into a new_player mob type."
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return
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var/mob/M
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if(isturf(location))
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M = new new_type( location )
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else
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M = new new_type( src.loc )
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if(!M || !ismob(M))
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usr << "Type path is not a mob (new_type = [new_type]) in change_mob_type(). Contact a coder."
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del(M)
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return
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if( istext(new_name) )
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M.name = new_name
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M.real_name = new_name
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else
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M.name = src.name
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M.real_name = src.real_name
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M.dna = src.dna
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if(mind)
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mind.transfer_to(M)
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else
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M.key = key
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if(delete_old_mob)
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spawn(1)
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del(src)
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return M
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