Removes Space Ninjas

This commit is contained in:
SamCroswell
2015-03-02 19:05:44 -05:00
parent 3e5bc9e230
commit b8a9c902a1
43 changed files with 68 additions and 3930 deletions
-15
View File
@@ -507,21 +507,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
new_character << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
new_character.loc = pick(latejoin)
else if (ninjastart.len == 0)
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()