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Fixes some edge cases with round end and mulligan antags
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@@ -125,7 +125,7 @@ SUBSYSTEM_DEF(ticker)
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check_maprotate()
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scripture_states = scripture_unlock_alert(scripture_states)
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if(!mode.explosion_in_progress && mode.check_finished() || force_ending)
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if(!mode.explosion_in_progress && mode.check_finished(force_ending) || force_ending)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(1) // Turn it on
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declare_completion(force_ending)
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@@ -162,6 +162,10 @@
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. = 1
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sleep(rand(600,1800))
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if(!SSticker.IsRoundInProgress())
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message_admins("Roundtype conversion cancelled, the game appears to have finished!")
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round_converted = 0
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return
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//somewhere between 1 and 3 minutes from now
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if(!config.midround_antag[SSticker.mode.config_tag])
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round_converted = 0
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@@ -177,7 +181,7 @@
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return 0
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/datum/game_mode/proc/check_finished() //to be called by SSticker
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/datum/game_mode/proc/check_finished(force_ending) //to be called by SSticker
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if(replacementmode && round_converted == 2)
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return replacementmode.check_finished()
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if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
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@@ -208,7 +212,7 @@
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living_antag_player = Player
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return 0
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if(!config.continuous[config_tag])
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if(!config.continuous[config_tag] || force_ending)
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return 1
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else
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