controllers sync
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@@ -107,9 +107,6 @@ SUBSYSTEM_DEF(job)
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if(player.mind && job.title in player.mind.restricted_roles)
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Debug("FOC incompatible with antagonist role, Player: [player]")
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continue
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if(CONFIG_GET(flag/enforce_human_authority) && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
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Debug("FOC non-human failed, Player: [player]")
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continue
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if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
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Debug("FOC pass, Player: [player], Level:[level]")
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candidates += player
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@@ -144,11 +141,6 @@ SUBSYSTEM_DEF(job)
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Debug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
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continue
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if(CONFIG_GET(flag/enforce_human_authority) && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
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Debug("GRJ non-human failed, Player: [player]")
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continue
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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Debug("GRJ Random job given, Player: [player], Job: [job]")
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if(AssignRole(player, job.title))
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@@ -319,10 +311,6 @@ SUBSYSTEM_DEF(job)
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Debug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
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continue
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if(CONFIG_GET(flag/enforce_human_authority) && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
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Debug("DO non-human failed, Player: [player], Job:[job.title]")
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continue
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// If the player wants that job on this level, then try give it to him.
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if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
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@@ -424,7 +412,8 @@ SUBSYSTEM_DEF(job)
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if(job && H)
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job.after_spawn(H, M)
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handle_roundstart_items(H, M.ckey, H.mind.assigned_role, H.mind.special_role)
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handle_roundstart_items(H, M.ckey, H.mind.assigned_role, H.mind.special_role) //CIT CHANGE - makes donators spawn with their items
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return H
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