better rework: based on sec instead of pop on extended
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@@ -668,16 +668,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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forced_injection = dry_run
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return 100
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var/chance = 0
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var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/5))
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if(!GLOB.dynamic_extended) //we're allowed to spend a long time with no antags if extended is voted
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if (!current_players[CURRENT_LIVING_ANTAGS].len)
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chance += 50 // No antags at all? let's boost those odds!
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var/effective_living_players = current_players[CURRENT_LIVING_PLAYERS].len
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if(GLOB.dynamic_extended)
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effective_living_players = min(effective_living_players, length(SSjob.get_living_sec())*2 + length(SSjob.get_living_heads())
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var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(effective_living_players/5))
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if (!current_players[CURRENT_LIVING_ANTAGS].len)
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if(GLOB.dynamic_extended)
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chance += min(50,effective_living_players*5)
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else
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var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
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if (current_pop_per_antag > max_pop_per_antag)
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chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
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else
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chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
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chance += 50 // No antags at all? let's boost those odds!
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else
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var/current_pop_per_antag = effective_living_players / current_players[CURRENT_LIVING_ANTAGS].len
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if (current_pop_per_antag > max_pop_per_antag)
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chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
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else
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chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
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if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
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chance -= 30 // More than half the crew died? ew, let's calm down on antags
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if (mid_round_budget > higher_injection_chance_minimum_threat)
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