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* The Allow AI config option will now correctly stop players from choosing AI as a job.
* The job select screen will now fill in the rest of the last column, so it doesn't look uneven.
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@@ -74,7 +74,7 @@
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var/humans_need_surnames = 0
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var/allow_random_events = 0 // enables random events mid-round when set to 1
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var/allow_ai = 1 // allow ai job
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var/allow_ai = 0 // allow ai job
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var/traitor_scaling_coeff = 6 //how much does the amount of players get divided by to determine traitors
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var/changeling_scaling_coeff = 10 //how much does the amount of players get divided by to determine changelings
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@@ -108,3 +108,6 @@
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return 0
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return max(0, minimal_player_age - C.player_age)
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/datum/job/proc/config_check()
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return 1
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@@ -14,6 +14,11 @@
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if(!H) return 0
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return 1
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config_check()
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if(config && config.allow_ai)
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return 1
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return 0
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/datum/job/cyborg
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@@ -19,6 +19,7 @@ var/global/datum/controller/occupations/job_master
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var/datum/job/job = new J()
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if(!job) continue
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if(job.faction != faction) continue
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if(!job.config_check()) continue
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occupations += job
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@@ -143,7 +144,6 @@ var/global/datum/controller/occupations/job_master
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var/ai_selected = 0
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var/datum/job/job = GetJob("AI")
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if(!job) return 0
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if((job.title == "AI") && (config) && (!config.allow_ai)) return 0
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if(ticker.mode.name == "AI malfunction") // malf. AIs are pre-selected before jobs
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for (var/datum/mind/mAI in ticker.mode.malf_ai)
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AssignRole(mAI.current, "AI")
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@@ -346,6 +346,9 @@ datum/preferences
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HTML += "<font color=[prefLevelColor]>[prefLevelLabel]</font>"
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HTML += "</a></td></tr>"
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for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even
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HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'> </td><td> </td></tr>"
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HTML += "</td'></tr></table>"
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HTML += "</center></table>"
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