Mode setup no longer forces people into antagonist.

Instead of trying to get the necessary antags no matter what, mode setup
will now treat a lack of volunary antags just like a lack of total
players
and
abort the mode.
This commit is contained in:
cib
2012-06-15 12:32:20 +02:00
parent c8c4b879e3
commit 8e17e28dd4
+2 -2
View File
@@ -241,7 +241,7 @@ Badassery;
set_security_level(SEC_LEVEL_BLUE)*/
/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=1)
/datum/game_mode/proc/get_players_for_role(var/role, draft_people=0, override_jobbans=0)
var/list/candidates = list()
var/list/drafted = list()
var/datum/mind/applicant = null
@@ -269,7 +269,7 @@ Badassery;
if(player.assigned_role == job)
candidates -= player
if(candidates.len < recommended_enemies)
if(candidates.len < recommended_enemies && draft_people)
for(var/mob/new_player/player in world)
if (player.client && player.ready)
if(!(player.preferences.be_special & role)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one