Mob lists
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@@ -29,10 +29,10 @@
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var/required_applicants = 1
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/datum/dynamic_ruleset/midround/trim_candidates()
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living_players = trim_list(GLOB.alive_player_list)
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living_antags = trim_list(GLOB.current_living_antags)
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dead_players = trim_list(GLOB.dead_player_list)
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list_observers = trim_list(GLOB.current_observers_list)
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living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
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living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
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dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
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var/list/trimmed_list = L.Copy()
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@@ -75,7 +75,7 @@
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if (!forced)
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var/job_check = 0
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if (enemy_roles.len > 0)
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for (var/mob/M in GLOB.alive_player_list)
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M.stat == DEAD || !M.client)
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continue // Dead/disconnected players cannot count as opponents
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if (M.mind && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
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@@ -198,8 +198,8 @@
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var/has_failure_chance = TRUE
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/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
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var/player_count = GLOB.alive_player_list.len
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var/antag_count = GLOB.current_living_antags.len
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var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
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var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
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var/max_traitors = round(player_count / 10) + 1
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// adding traitors if the antag population is getting low
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