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Custom items for special people
They have to be manually coded in atm, but someone will no doubt eventually make it use a database when we get that going again (if we don't already)
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@@ -139,6 +139,7 @@
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#define FILE_DIR "code/unused/spacecraft"
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#define FILE_DIR "code/WorkInProgress"
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#define FILE_DIR "code/WorkInProgress/mapload"
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#define FILE_DIR "code/WorkInProgress/Mini"
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#define FILE_DIR "code/WorkInProgress/organs"
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#define FILE_DIR "code/WorkInProgress/virus2"
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#define FILE_DIR "code/WorkInProgress/virus2/Disease2"
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@@ -975,6 +976,7 @@
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#include "code\WorkInProgress\explosion_particles.dm"
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#include "code\WorkInProgress\mapload\dmm_suite.dm"
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#include "code\WorkInProgress\mapload\reader.dm"
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#include "code\WorkInProgress\Mini\customitems.dm"
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#include "code\WorkInProgress\virus2\Prob.dm"
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#include "code\WorkInProgress\virus2\Disease2\analyser.dm"
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#include "code\WorkInProgress\virus2\Disease2\base.dm"
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@@ -150,6 +150,7 @@ var/global/datum/controller/gameticker/ticker
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captainless=0
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if(player.mind.assigned_role != "MODE")
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job_master.EquipRank(player, player.mind.assigned_role, 0)
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EquipCustomItems(player)
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if(captainless)
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world << "Captainship not forced on anyone."
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@@ -231,6 +231,7 @@
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var/icon/char_icon = getFlatIcon(character,0)//We're creating out own cache so it's not needed.
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job_master.AssignRole(character, rank, 1)
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job_master.EquipRank(character, rank, 1)
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EquipCustomItems(character)
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character.loc = pick(latejoin)
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AnnounceArrival(character, rank)
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