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Merge pull request #3861 from eswordthecat/Bleeding-Edge
Moved mime and clown rename code.
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@@ -258,6 +258,8 @@
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else
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else
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H.equip_or_collect(new /obj/item/clothing/under/rank/clown(H), slot_w_uniform)
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H.equip_or_collect(new /obj/item/clothing/under/rank/clown(H), slot_w_uniform)
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H.equip_or_collect(new /obj/item/clothing/shoes/clown_shoes(H), slot_shoes)
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H.equip_or_collect(new /obj/item/clothing/shoes/clown_shoes(H), slot_shoes)
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H.real_name = pick(clown_names)
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H.rename_self("clown")
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return 1
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return 1
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@@ -299,6 +301,7 @@
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H.equip_or_collect(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing(H), slot_in_backpack)
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H.add_spell(new /spell/aoe_turf/conjure/forcewall/mime, "grey_spell_ready")
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H.add_spell(new /spell/aoe_turf/conjure/forcewall/mime, "grey_spell_ready")
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H.miming = 1
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H.miming = 1
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H.rename_self("mime")
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return 1
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return 1
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@@ -424,15 +424,10 @@ Round Duration: [round(hours)]h [round(mins)]m<br>"}
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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if(mind)
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if (mind)
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mind.active = 0 //we wish to transfer the key manually
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mind.active = 0 // we wish to transfer the key manually
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if(mind.assigned_role == "Clown") //give them a clownname if they are a clown
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new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name!
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new_character.rename_self("clown")
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else if(mind.assigned_role == "Mime")
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new_character.rename_self("mime")
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mind.original = new_character
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mind.original = new_character
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mind.transfer_to(new_character) //won't transfer key since the mind is not active
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mind.transfer_to(new_character) // won't transfer key since the mind is not active
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new_character.name = real_name
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new_character.name = real_name
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new_character.dna.ready_dna(new_character)
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new_character.dna.ready_dna(new_character)
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