diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm index 140c4b133c..08791fb4b0 100644 --- a/code/game/gamemodes/game_mode.dm +++ b/code/game/gamemodes/game_mode.dm @@ -146,10 +146,10 @@ var/global/list/additional_antag_types = list() playerC++ if(master_mode=="secret") - if(playerC < config.player_requirements_secret) + if(playerC < config.player_requirements_secret[config_tag]) return 0 else - if(playerC < config.player_requirements) + if(playerC < config.player_requirements[config_tag]) return 0 if(!(antag_templates && antag_templates.len)) diff --git a/code/game/gamemodes/gameticker.dm b/code/game/gamemodes/gameticker.dm index c1e0b3fdd1..f0aa03253f 100644 --- a/code/game/gamemodes/gameticker.dm +++ b/code/game/gamemodes/gameticker.dm @@ -101,7 +101,7 @@ var/global/datum/controller/gameticker/ticker job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. if(!src.mode.can_start()) - world << "Unable to start [mode.name]. Not enough players readied, [mode.required_players] players needed. Reverting to pregame lobby." + world << "Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby." current_state = GAME_STATE_PREGAME Master.SetRunLevel(RUNLEVEL_LOBBY) mode.fail_setup()