Fuck you and your persistence system
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@@ -490,6 +490,27 @@ SUBSYSTEM_DEF(job)
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job.after_spawn(H, M, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not.
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equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works
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if(ishuman(H) && H.client && N)
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if(H.client && H.client.prefs && length(H.client.prefs.tcg_cards))
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var/obj/item/tcgcard_binder/binder = new(get_turf(H))
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if(!H.equip_to_slot_if_possible(binder, SLOT_IN_BACKPACK, disable_warning = TRUE, bypass_equip_delay_self = TRUE))
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qdel(binder)
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else
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for(var/card_type in H.client.prefs.tcg_cards)
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var/obj/item/tcg_card/card = new(get_turf(H), card_type)
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card.forceMove(binder)
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binder.cards.Add(card)
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else
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if(H && N.client.prefs && length(N.client.prefs.tcg_cards))
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var/obj/item/tcgcard_binder/binder = new(get_turf(H))
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if(!H.equip_to_slot_if_possible(binder, SLOT_IN_BACKPACK, disable_warning = TRUE, bypass_equip_delay_self = TRUE))
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qdel(binder)
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else
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for(var/card_type in N.client.prefs.tcg_cards)
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var/obj/item/tcg_card/card = new(get_turf(H), card_type)
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card.forceMove(binder)
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binder.cards.Add(card)
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return H
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/*
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/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
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