From 125eb042021e1ead7390661c1e15106fb196c96a Mon Sep 17 00:00:00 2001 From: checkraisefold Date: Mon, 12 Mar 2018 02:35:35 -0700 Subject: [PATCH] why doesn't nukeops actually check required_enemies (#36056) * which idiot added pre_setup() * was I drunk * Update nuclear.dm --- code/game/gamemodes/nuclear/nuclear.dm | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm index b5e1224cc894..c6857cd22261 100644 --- a/code/game/gamemodes/nuclear/nuclear.dm +++ b/code/game/gamemodes/nuclear/nuclear.dm @@ -21,13 +21,16 @@ /datum/game_mode/nuclear/pre_setup() var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible) - for(var/i = 0, i < n_agents, ++i) - var/datum/mind/new_op = pick_n_take(antag_candidates) - pre_nukeops += new_op - new_op.assigned_role = "Nuclear Operative" - new_op.special_role = "Nuclear Operative" - log_game("[new_op.key] (ckey) has been selected as a nuclear operative") - return TRUE + if(n_agents >= required_enemies) + for(var/i = 0, i < n_agents, ++i) + var/datum/mind/new_op = pick_n_take(antag_candidates) + pre_nukeops += new_op + new_op.assigned_role = "Nuclear Operative" + new_op.special_role = "Nuclear Operative" + log_game("[new_op.key] (ckey) has been selected as a nuclear operative") + return TRUE + else + return FALSE //////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////