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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.
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@@ -241,7 +241,7 @@ Badassery;
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set_security_level(SEC_LEVEL_BLUE)*/
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=1)
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/datum/game_mode/proc/get_players_for_role(var/role, draft_people=0, override_jobbans=0)
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var/list/candidates = list()
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var/list/drafted = list()
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var/datum/mind/applicant = null
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@@ -269,7 +269,7 @@ Badassery;
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if(player.assigned_role == job)
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candidates -= player
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if(candidates.len < recommended_enemies)
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if(candidates.len < recommended_enemies && draft_people)
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for(var/mob/new_player/player in world)
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if (player.client && player.ready)
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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
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