When mulligan antag is set to kick in, the suggestion for admins to end the round if they feel enough has happened is given. The option can also be found on the check antagonist panel.
The check antagonist panel will show what the muligan roundtype is if it exists.
If absolutely no one wants/can be the midround antags, the round ends there.
The round will end no matter what if the primary antagonist survived over an hour before biting it (unless the shuttle is already past the point of no return, in which case a peaceful ending takes priority)
Adds force_ending to VV editing protection, to avoid admins trying to shinanigans it on.
I'm going on vacation soon so I thought I might as well bring this game mode back up to at least a minimally functional state before I go.
A lot of features (Gang membership visibility, conversion pens, weapons, deconversion methods) have been stripped out for now. I gave gang bosses uplinks in the meantime.
It's basically rev vs rev right now, but the victory conditions with the recallers are still there. I'll work on adding more stuff after I return from my vacation.
I was tempted to move all the panic bunker shit to isbanned(), but doing so would mean adding yet ANOTHER query that gets run on every connection, and run for every player on world restart.
That just seemed like not worth the effort to just make panic bunker trigger a little bit earier.
Panic bunker! Uses the power of the database to reject new ckeys that have never connected to the server(s) before.
Admins are exempt, even while deadmin'ed, but they are also unlikely to be new ckeys except in rare cases that involve vv fuckary.
New player notification is now configurable.
Adds a optional default disabled irc notification of a players first time connecting.
Any (non-silicon) job can now be set to be an unlimited slot job from Manage Job Slots
People will be allowed to join as assistant if no other jobs are availible
Removes a redundant sanity check from AssignRole()
There are three "levels" of popcaps, and you can use them in any assortment you like:
The "soft" cap produces a message on join, and takes no action.
The "hard" cap disallows joining whilst too many other people are alive and playing in game, but allows observing.
The "extreme" cap prevents people from joining the server at all while the cap is exceeded. It won't kick out people who failed to qualify during roundstart, but if they leave they won't be able to get back in.
In each case a customizable message config option has been given. Admins are also immune to most population caps (they still are hit by the ones in job shuffling, but can late join as normal afterwards)