//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(var/new_type = null, var/turf/location = null, var/new_name = null as text, var/delete_old_mob = 0 as num) if(istype(src,/mob/new_player)) usr << "cannot convert players who have not entered yet." 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) ) usr << "Invalid type path (new_type = [new_type]) in change_mob_type(). Contact a coder." return if( new_type == /mob/new_player ) usr << "cannot convert into a new_player mob type." return var/mob/M if(isturf(location)) M = new new_type( location ) else M = new new_type( src.loc ) if(!M || !ismob(M)) 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(check_dna_integrity(src) && istype(M, /mob/living/carbon)) var/mob/living/carbon/C = src var/mob/living/carbon/D = M D.dna = C.dna updateappearance(D) else if(istype(M, /mob/living/carbon/human)) src.client.prefs.copy_to(M) ready_dna(M) if(mind && istype(M, /mob/living)) mind.transfer_to(M) else M.key = key if(delete_old_mob) spawn(1) qdel(src) return M