Fixes some AI traitorize runtimes. Fixed #4605

This commit is contained in:
Miauw
2014-11-09 14:51:26 +01:00
parent 04c5e33f1c
commit f491d9dfe1
3 changed files with 3 additions and 3 deletions
+1 -1
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@@ -966,7 +966,7 @@
log_admin("[key_name(usr)] has traitor'ed [current].")
if(isAI(current))
var/mob/living/silicon/ai/A = current
call(/datum/game_mode/proc/add_law_zero)(A)
ticker.mode.add_law_zero(A)
A.show_laws()
if("autoobjectives")
+1 -1
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@@ -177,7 +177,7 @@
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/proc/give_codewords(mob/living/traitor_mob)
/proc/give_codewords(mob/living/traitor_mob)
traitor_mob << "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>"
traitor_mob << "<B>Code Phrase</B>: <span class='danger'>[syndicate_code_phrase]</span>"
traitor_mob << "<B>Code Response</B>: <span class='danger'>[syndicate_code_response]</span>"
+1 -1
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@@ -352,7 +352,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
if("AI")
new_character = new_character.AIize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
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.