anchor.diff:  			S.latejoin_active = TRUE
   
   	//Get the players who are ready
  -	for(var/i in GLOB.new_player_list)
  -		var/mob/dead/new_player/player = i
  +	for(var/i in GLOB.new_player_list)
  +		var/mob/dead/new_player/player = i
   		if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
   			unassigned += player
   
  
positive.code: 		if(length(GLOB.jobspawn_overrides[rank]))
  			S = pick(GLOB.jobspawn_overrides[rank])
  		if(S)
  			S.JoinPlayerHere(H, FALSE)
  		if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
  			log_world("Couldn't find a round start spawn point for [rank]")
  			SendToLateJoin(H)
  
  
  	if(H.mind)
  		H.mind.assigned_role = rank
  
  	if(job)
  		var/new_mob = job.equip(H, null, null, joined_late , null, M.client)
  		if(ismob(new_mob))
  			H = new_mob
  			if(!joined_late)
  				N.new_character = H
  			else
  				M = H
  
  		SSpersistence.antag_rep_change[M.client.ckey] += job.GetAntagRep()
  
  
negative.code: 		if(!job.config_check())
  			continue
  		if(!job.map_check())	//Even though we initialize before mapping, this is fine because the config is loaded at new
  			testing("Removed [job.type] due to map config")
  			continue
  		occupations += job
  		name_occupations[job.title] = job
  