From 8e17e28dd482604e1dc0af5978702329aec57c8b Mon Sep 17 00:00:00 2001 From: cib Date: Fri, 15 Jun 2012 12:32:20 +0200 Subject: [PATCH] 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. --- code/game/gamemodes/game_mode.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm index a6a3c1c0d11..dad09bc1779 100644 --- a/code/game/gamemodes/game_mode.dm +++ b/code/game/gamemodes/game_mode.dm @@ -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