Files
S.P.L.U.R.T-Station-13/code/modules/mob/mob_transformation_simple.dm
Poojawa f67e9f6d87 Bleeding edgy refresh (#303)
* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
2017-03-21 11:44:10 -05:00

61 lines
1.7 KiB
Plaintext

//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.
//Returns the new mob
//Note that this proc does NOT do MMI related stuff!
/mob/proc/change_mob_type(new_type = null, turf/location = null, new_name = null as text, delete_old_mob = 0 as num)
if(isnewplayer(src))
to_chat(usr, "<span class='danger'>Cannot convert players who have not entered yet.</span>")
return
if(!new_type)
new_type = input("Mob type path:", "Mob type") as text|null
if(istext(new_type))
new_type = text2path(new_type)
if( !ispath(new_type) )
to_chat(usr, "Invalid type path (new_type = [new_type]) in change_mob_type(). Contact a coder.")
return
if(ispath(new_type, /mob/dead/new_player))
to_chat(usr, "<span class='danger'>Cannot convert into a new_player mob type.</span>")
return
var/mob/M
if(isturf(location))
M = new new_type( location )
else
M = new new_type( src.loc )
if(!M || !ismob(M))
to_chat(usr, "Type path is not a mob (new_type = [new_type]) in change_mob_type(). Contact a coder.")
qdel(M)
return
if( istext(new_name) )
M.name = new_name
M.real_name = new_name
else
M.name = src.name
M.real_name = src.real_name
if(has_dna() && M.has_dna())
var/mob/living/carbon/C = src
var/mob/living/carbon/D = M
C.dna.transfer_identity(D)
D.updateappearance(mutcolor_update=1, mutations_overlay_update=1)
else if(ishuman(M))
var/mob/living/carbon/human/H = M
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind && isliving(M))
mind.transfer_to(M, 1) // second argument to force key move to new mob
else
M.key = key
if(delete_old_mob)
QDEL_IN(src, 1)
return M