Moves up a */ to make respawn_character work a liiiitle bit better.

This commit is contained in:
Miauw
2014-11-09 15:02:32 +01:00
parent f491d9dfe1
commit 3f53f6863c
+3 -4
View File
@@ -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.