anchor.diff:  	var/list/current_section = list()
   	for(var/i in 1 to all_antagonists.len)
   		var/datum/antagonist/current_antag = all_antagonists[i]
  -		var/datum/antagonist/next_antag 
  +		var/datum/antagonist/next_antag
   		if(i < all_antagonists.len)
   			next_antag = all_antagonists[i+1]
   		if(!current_category)
  
positive.code: 	if(!owner)
  		return "Unassigned"
  	if(owner.current)
  		return "<a href='?_src_=holder;[HrefToken()];adminplayeropts=[REF(owner.current)]'>[owner.current.real_name]</a>"
  	else
  		return "<a href='?_src_=vars;[HrefToken()];Vars=[REF(owner)]'>[owner.name]</a>"
  
  //Whatever interesting things happened to the antag admins should know about
  //Include additional information about antag in this part
  
negative.code: 	return all_sections.Join("<br>")
  
  /datum/admins/proc/check_antagonists()
  	if(!SSticker.HasRoundStarted())
  		alert("The game hasn't started yet!")
  		return
  	var/list/dat = list("<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>")
  	if(SSticker.mode.replacementmode)
  		dat += "Former Game Mode: <B>[SSticker.mode.name]</B><BR>"
  		dat += "Replacement Game Mode: <B>[SSticker.mode.replacementmode.name]</B><BR>"
  	else
  		dat += "Current Game Mode: <B>[SSticker.mode.name]</B><BR>"
  	dat += "Round Duration: <B>[DisplayTimeText(world.time - SSticker.round_start_time)]</B><BR>"
  	dat += "<B>Emergency shuttle</B><BR>"
  	if(EMERGENCY_IDLE_OR_RECALLED)
  		dat += "<a href='?_src_=holder;[HrefToken()];call_shuttle=1'>Call Shuttle</a><br>"
  	else
  		var/timeleft = SSshuttle.emergency.timeLeft()
  		if(SSshuttle.emergency.mode == SHUTTLE_CALL)
  			dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
  			dat += "<a href='?_src_=holder;[HrefToken()];call_shuttle=2'>Send Back</a><br>"
  		else
  			dat += "ETA: <a href='?_src_=holder;[HrefToken()];edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
  	dat += "<B>Continuous Round Status</B><BR>"
  	dat += "<a href='?_src_=holder;[HrefToken()];toggle_continuous=1'>[CONFIG_GET(keyed_flag_list/continuous)[SSticker.mode.config_tag] ? "Continue if antagonists die" : "End on antagonist death"]</a>"
  	if(CONFIG_GET(keyed_flag_list/continuous)[SSticker.mode.config_tag])
  		dat += ", <a href='?_src_=holder;[HrefToken()];toggle_midround_antag=1'>[CONFIG_GET(keyed_flag_list/midround_antag)[SSticker.mode.config_tag] ? "creating replacement antagonists" : "not creating new antagonists"]</a><BR>"
  	else
  		dat += "<BR>"
  	if(CONFIG_GET(keyed_flag_list/midround_antag)[SSticker.mode.config_tag])
  		dat += "Time limit: <a href='?_src_=holder;[HrefToken()];alter_midround_time_limit=1'>[CONFIG_GET(number/midround_antag_time_check)] minutes into round</a><BR>"
  		dat += "Living crew limit: <a href='?_src_=holder;[HrefToken()];alter_midround_life_limit=1'>[CONFIG_GET(number/midround_antag_life_check) * 100]% of crew alive</a><BR>"
  		dat += "If limits past: <a href='?_src_=holder;[HrefToken()];toggle_noncontinuous_behavior=1'>[SSticker.mode.round_ends_with_antag_death ? "End The Round" : "Continue As Extended"]</a><BR>"
  	dat += "<a href='?_src_=holder;[HrefToken()];end_round=[REF(usr)]'>End Round Now</a><br>"
  	dat += "<a href='?_src_=holder;[HrefToken()];delay_round_end=1'>[SSticker.delay_end ? "End Round Normally" : "Delay Round End"]</a>"
  	var/connected_players = GLOB.clients.len
  	var/lobby_players = 0
  	var/observers = 0
  	var/observers_connected = 0
  	var/living_players = 0
  	var/living_players_connected = 0
  	var/living_players_antagonist = 0
  	var/brains = 0
  	var/other_players = 0
  	var/living_skipped = 0
  	var/drones = 0
  	for(var/mob/M in GLOB.mob_list)
  		if(M.ckey)
  			if(isnewplayer(M))
  				lobby_players++
  				continue
  			else if(M.stat != DEAD && M.mind && !isbrain(M))
  				if(isdrone(M))
  					drones++
  					continue
  				if(is_centcom_level(M.z))
  					living_skipped++
  					continue
  				living_players++
  				if(M.mind.special_role)
  					living_players_antagonist++
  				if(M.client)
  					living_players_connected++
  			else if(M.stat == DEAD || isobserver(M))
  				observers++
  				if(M.client)
  					observers_connected++
  			else if(isbrain(M))
  				brains++
  			else
  				other_players++
  	dat += "<BR><b><font color='blue' size='3'>Players:|[connected_players - lobby_players] ingame|[connected_players] connected|[lobby_players] lobby|</font></b>"
  	dat += "<BR><b><font color='green'>Living Players:|[living_players_connected] active|[living_players - living_players_connected] disconnected|[living_players_antagonist] antagonists|</font></b>"
  	dat += "<BR><b><font color='#bf42f4'>SKIPPED \[On centcom Z-level\]: [living_skipped] living players|[drones] living drones|</font></b>"
  	dat += "<BR><b><font color='red'>Dead/Observing players:|[observers_connected] active|[observers - observers_connected] disconnected|[brains] brains|</font></b>"
  	if(other_players)
  		dat += "<BR><span class='userdanger'>[other_players] players in invalid state or the statistics code is bugged!</span>"
  	dat += "<br><br>"
  
  	dat += build_antag_listing()
  
  	dat += "</body></html>"
  	usr << browse(dat.Join(), "window=roundstatus;size=500x500")