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Removes continuous_rounds config option and the ability of the game to trigger ending based on antagonist death. (#13645)
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@@ -174,12 +174,9 @@ var/datum/controller/subsystem/ticker/SSticker
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if(force_end)
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game_finished = TRUE
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mode_finished = TRUE
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else if(config.continous_rounds)
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else
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game_finished = (evacuation_controller.round_over() || mode.station_was_nuked)
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mode_finished = (!post_game && mode.check_finished())
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else
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game_finished = (mode.check_finished() || (evacuation_controller.round_over() && evacuation_controller.emergency_evacuation)) || universe_has_ended
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mode_finished = game_finished
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if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game))
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current_state = GAME_STATE_FINISHED
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@@ -227,19 +224,6 @@ var/datum/controller/subsystem/ticker/SSticker
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to_world("<span class='notice'><b>An admin has delayed the round end</b></span>")
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else if(!delay_notified)
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to_world("<span class='notice'><b>An admin has delayed the round end</b></span>")
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else if (mode_finished)
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post_game = 1
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mode.cleanup()
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//call a transfer shuttle vote
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spawn(50)
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if(!round_end_announced && !config.continous_rounds) // Spam Prevention. Now it should announce only once.
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to_world("<span class='danger'>The round has ended!</span>")
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round_end_announced = 1
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SSvote.autotransfer()
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return 1
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/datum/controller/subsystem/ticker/proc/declare_completion()
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