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