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Gang Mode fixes and improvements
The first of many. Most caused by horrible merge-related accidents. - Gang converts are no longer revolutionaries - Revolution controls show up in the TP again - Gang added to game_options.txt defaulting to 0 - Clarified some help text strings
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@@ -78,23 +78,22 @@
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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M.mind.has_been_rev = 1
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var/resisted
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if(isloyal(M))
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resisted = 1
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else if(user.mind in ticker.mode.head_revolutionaries)
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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else if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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else if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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if(!resisted)
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M.mind.has_been_rev = 1
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ticker.mode.add_revolutionary(M.mind)
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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M.mind.has_been_rev = 1
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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else
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resisted = 1
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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