kk
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@@ -7,10 +7,10 @@
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#define DROP_TO_FLOOR 0
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#define DROP_TO_FLOOR 0
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#define LOADING_TO_HUMAN 1
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#define LOADING_TO_HUMAN 1
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/proc/handle_roundstart_items(mob/living/M)
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/proc/handle_roundstart_items(mob/living/M, ckey_override, job_override, special_override)
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if(!istype(M) || !M.ckey || !M.mind)
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if(!istype(M) || (!M.ckey && !ckey_override) || (!M.mind && (!job_override || !special_override)))
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return FALSE
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return FALSE
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return load_itemlist_to_mob(M, parse_custom_roundstart_items(M.ckey, M.name, M.mind.assigned_role, M.mind.special_role), TRUE, TRUE, FALSE)
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return load_itemlist_to_mob(M, parse_custom_roundstart_items(ckey_override? ckey_override : M.ckey, M.name, job_override? job_override : M.mind.assigned_role, special_override? special_override : M.mind.special_role), TRUE, TRUE, FALSE)
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//Just incase there's extra mob selections in the future.....
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//Just incase there's extra mob selections in the future.....
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/proc/load_itemlist_to_mob(mob/living/L, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
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/proc/load_itemlist_to_mob(mob/living/L, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
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@@ -407,7 +407,7 @@ SUBSYSTEM_DEF(job)
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if(job && H)
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if(job && H)
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job.after_spawn(H, M)
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job.after_spawn(H, M)
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handle_roundstart_items(H)
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handle_roundstart_items(H, M.ckey, H.mind.assigned_role, H.mind.special_role)
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return H
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return H
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