controllers, datums, game
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@@ -394,4 +394,4 @@
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min_val = 0
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/datum/config_entry/string/default_view
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config_entry_value = "15x15"
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config_entry_value = "15x15"
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@@ -9,7 +9,7 @@ PROCESSING_SUBSYSTEM_DEF(traits)
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wait = 10
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runlevels = RUNLEVEL_GAME
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var/list/traits = list() //Assoc. list of all roundstart trait datums; "name" = /path/
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var/list/traits = list() //Assoc. list of all roundstart trait datum types; "name" = /path/
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var/list/trait_points = list() //Assoc. list of trait names and their "point cost"; positive numbers are good traits, and negative ones are bad
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var/list/trait_objects = list() //A list of all trait objects in the game, since some may process
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@@ -24,11 +24,10 @@ PROCESSING_SUBSYSTEM_DEF(traits)
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traits[initial(T.name)] = T
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trait_points[initial(T.name)] = initial(T.value)
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/datum/controller/subsystem/processing/traits/proc/AssignTraits(mob/living/user, client/cli)
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if(!isnewplayer(user))
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GenerateTraits(cli)
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/datum/controller/subsystem/processing/traits/proc/AssignTraits(mob/living/user, client/cli, spawn_effects)
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GenerateTraits(cli)
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for(var/V in cli.prefs.character_traits)
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user.add_trait_datum(V)
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user.add_trait_datum(V, spawn_effects)
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/datum/controller/subsystem/processing/traits/proc/GenerateTraits(client/user)
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if(user.prefs.character_traits.len)
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@@ -387,6 +387,8 @@ SUBSYSTEM_DEF(ticker)
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captainless=0
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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))
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SStraits.AssignTraits(player, N.client, TRUE)
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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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@@ -458,7 +458,7 @@ SUBSYSTEM_DEF(timer)
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if (wait >= 1 && callback && callback.object && callback.object != GLOBAL_PROC && QDELETED(callback.object))
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stack_trace("addtimer called with a callback assigned to a qdeleted object")
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wait = max(wait, world.tick_lag)
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wait = max(wait, 0)
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if(wait >= INFINITY)
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CRASH("Attempted to create timer with INFINITY delay")
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