it compiles, now to fix the maps
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@@ -27,22 +27,7 @@ GLOBAL_LIST_EMPTY(cursed_minds)
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return
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GLOB.cursed_minds[L.mind] = TRUE
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RegisterSignal(L.mind, COMSIG_PARENT_QDELETING, .proc/remove_from_cursed)
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var/random_choice = pick("Mob", "Appearance")
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switch(random_choice)
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if("Mob")
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L = wabbajack(L, "animal")
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if("Appearance")
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var/mob/living/carbon/human/H = wabbajack(L, "humanoid")
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randomize_human(H)
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var/list/all_species = list()
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for(var/stype in subtypesof(/datum/species))
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var/datum/species/S = stype
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if(initial(S.changesource_flags) & RACE_SWAP)
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all_species += stype
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var/random_race = pick(all_species)
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H.set_species(random_race)
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H.dna.unique_enzymes = H.dna.generate_unique_enzymes()
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L = H
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L = wabbajack(L, "animal") // Appearance randomization removed so citadel players don't get randomized into some ungodly ugly creature and complain
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var/turf/T = find_safe_turf()
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L.forceMove(T)
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to_chat(L, "<span class='notice'>You blink and find yourself in [get_area_name(T)].</span>")
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