Fixes runtime that blocks latejoin AI from syncing cyborgs (#5830)

## About The Pull Request
Title
## Why It's Good For The Game
bugfix while waiting on upstream
## Proof Of Testing
it works, I pawmise
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: fixes runtime and cyborgs should get claimed by latejoin AIs now
/🆑
This commit is contained in:
Odairu
2026-06-24 08:39:40 -04:00
committed by GitHub
parent 32fd897d0b
commit 761585ae0f
2 changed files with 3 additions and 3 deletions
+2 -2
View File
@@ -2,7 +2,7 @@
#define CHARACTER_TYPE_SELF "My Character"
#define CHARACTER_TYPE_CREWMEMBER "Station Member"
/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai, latejoining = FALSE)
. = ..()
if(!target_ai) //If there is no player/brain inside.
new/obj/structure/ai_core(loc, CORE_STATE_FINISHED) //New empty terminal.
@@ -23,7 +23,7 @@
create_eye()
if((target_ai.mind && target_ai.mind.active) || SSticker.current_state == GAME_STATE_SETTING_UP)
if((target_ai.mind && target_ai.mind.active) || SSticker.current_state == GAME_STATE_SETTING_UP || latejoining)
target_ai.mind.transfer_to(src)
if(is_antag())
to_chat(src, span_userdanger("You have been installed as an AI! "))