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Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects. Fixed a path conflict with effect which caused a few things to be unable to be clicked on. Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects. Fixed up the bits that were missing the slightly updated mob organ attack code. Moved the traps file into unused. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -392,10 +392,10 @@ Traitors and the like can also be revived with the previous role mostly intact.
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//Now for special roles and equipment.
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switch(new_character.mind.special_role)
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if("Changeling")
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new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)
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job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
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new_character.make_changeling()
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if("traitor")
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new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)
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job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
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ticker.mode.equip_traitor(new_character)
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if("Wizard")
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new_character.loc = pick(wizardstart)
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@@ -433,7 +433,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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call(/datum/game_mode/proc/add_law_zero)(new_character)
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//Add aliens.
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else
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new_character.Equip_Rank(new_character.mind.assigned_role, joined_late=1)//Or we simply equip them.
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job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
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//Announces the character on all the systems, based on the record.
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if(!issilicon(new_character))//If they are not a cyborg/AI.
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