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Fixes some AI traitorize runtimes. Fixed #4605
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+1
-1
@@ -966,7 +966,7 @@
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log_admin("[key_name(usr)] has traitor'ed [current].")
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if(isAI(current))
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var/mob/living/silicon/ai/A = current
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call(/datum/game_mode/proc/add_law_zero)(A)
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ticker.mode.add_law_zero(A)
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A.show_laws()
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if("autoobjectives")
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@@ -177,7 +177,7 @@
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..()
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return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
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/datum/game_mode/proc/give_codewords(mob/living/traitor_mob)
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/proc/give_codewords(mob/living/traitor_mob)
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traitor_mob << "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>"
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traitor_mob << "<B>Code Phrase</B>: <span class='danger'>[syndicate_code_phrase]</span>"
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traitor_mob << "<B>Code Response</B>: <span class='danger'>[syndicate_code_response]</span>"
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@@ -352,7 +352,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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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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call(/datum/game_mode/proc/add_law_zero)(new_character)
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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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