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New Human Mobs will have the appearance of the client's preferences
New human mobs created via Admin Simple Transform, Admin Spawn Antagonist, and Wizard Apprentice functions will take on the appearance of the players' preferences, instead of the boring default Bald, White Male. Also fixes an minor issue with using transfer_to() a new observer mob.
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@@ -392,11 +392,7 @@ client/proc/one_click_antag()
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//First we spawn a dude.
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var/mob/living/carbon/human/new_character = new(pick(latejoin))//The mob being spawned.
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new_character.gender = pick(MALE,FEMALE)
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var/datum/preferences/A = new()
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A.copy_to(new_character)
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G_found.client.prefs.copy_to(new_character)
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ready_dna(new_character)
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new_character.key = G_found.key
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