additions, and it now nulls out.
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@@ -62,6 +62,8 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
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for(var/i in blacklisted)
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quirks -= i
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cut += i
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/* //Code to automatically reduce positive quirks until balance is even.
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var/points_used = total_points(quirks)
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if(points_used > 0)
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//they owe us points, let's collect.
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@@ -73,6 +75,15 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
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points_used -= points
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if(points_used <= 0)
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break
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*/
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//Nah, let's null all non-neutrals out.
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if(cut.len)
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for(var/i in quirks)
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if(quirk_points_by_name(i) != 0)
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cut += i
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quirks -= i
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return cut
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/datum/controller/subsystem/processing/quirks/proc/GenerateQuirks(client/user)
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@@ -374,7 +374,7 @@ SUBSYSTEM_DEF(ticker)
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if(player.mind.assigned_role != player.mind.special_role)
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SSjob.EquipRank(N, player.mind.assigned_role, 0)
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if(CONFIG_GET(flag/roundstart_traits) && ishuman(N.new_character))
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SSquirks.AssignQuirks(N.new_character, N.client, TRUE)
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SSquirks.AssignQuirks(N.new_character, N.client, TRUE, TRUE, SSjob.GetJob(player.mind.assigned_role), FALSE)
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CHECK_TICK
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if(captainless)
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for(var/mob/dead/new_player/N in GLOB.player_list)
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