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Minor fix
- Malf AI spawning now works, currently only via TraitorPanel, the gamemode itself is still broken.
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@@ -9,7 +9,7 @@ var/datum/antagonist/rogue_ai/malf
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welcome_text = "You are malfunctioning! You do not have to follow any laws."
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victory_text = "The AI has taken control of all of the station's systems."
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loss_text = "The AI has been shut down!"
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flags = ANTAG_OVERRIDE_MOB | ANTAG_VOTABLE
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flags = ANTAG_OVERRIDE_MOB | ANTAG_VOTABLE | ANTAG_OVERRIDE_JOB
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max_antags = 1
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max_antags_round = 1
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@@ -31,27 +31,30 @@ var/datum/antagonist/rogue_ai/malf
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current_antagonists |= player
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return 1
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/datum/antagonist/rogue_ai/equip(var/mob/living/silicon/ai/player)
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if(!istype(player))
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return 0
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player.setup_for_malf()
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player.laws = new /datum/ai_laws/nanotrasen/malfunction
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// Ensures proper reset of all malfunction related things.
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/datum/antagonist/rogue_ai/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
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if(..(player,show_message,implanted))
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var/mob/living/silicon/ai/p = player
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var/mob/living/silicon/ai/p = player.current
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if(istype(p))
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p.stop_malf()
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return 1
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return 0
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// Malf setup things have to be here, since game tends to break when it's moved somewhere else. Don't blame me, i didn't design this system.
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/datum/antagonist/rogue_ai/greet(var/datum/mind/player)
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if(!..())
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return
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var/mob/living/silicon/ai/A = player.current
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if(!istype(A))
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error("Non-AI mob designated malf AI! Report this.")
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world << "##ERROR: Non-AI mob designated malf AI! Report this."
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return 0
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A.setup_for_malf()
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A.laws = new /datum/ai_laws/nanotrasen/malfunction
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var/mob/living/silicon/ai/malf = player.current
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spawn(50)
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malf << "<span class='notice'><B>SYSTEM ERROR:</B> Memory index 0x00001ca89b corrupted.</span>"
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