diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm index 2531423d42d..fc5801db7e8 100644 --- a/code/modules/admin/verbs/randomverbs.dm +++ b/code/modules/admin/verbs/randomverbs.dm @@ -341,19 +341,18 @@ Traitors and the like can also be revived with the previous role mostly intact. if("Death Commando")//Leaves them at late-join spawn. new_character.equip_death_commando() new_character.internal = new_character.s_store - new_character.internals.icon_state = "internal1" + new_character.internals.icon_state = "internal1"*/ + else//They may also be a cyborg or AI. switch(new_character.mind.assigned_role) if("Cyborg")//More rigging to make em' work and check if they're traitor. new_character = new_character.Robotize() if(new_character.mind.special_role=="traitor") - call(/datum/game_mode/proc/add_law_zero)(new_character) -*/ + ticker.mode.add_law_zero(new_character) if("AI") new_character = new_character.AIize() if(new_character.mind.special_role=="traitor") ticker.mode.add_law_zero(new_character) - //Add aliens. else job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.