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Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more. There's more work to be done for them, but one thing at a time. * Removes the `uninterruptible` check in favor of the more granular `timed_action_flags` * Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
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@@ -46,7 +46,7 @@
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playsound(user, 'sound/effects/pope_entry.ogg', 100)
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if(!do_after(M, 50, needhand=FALSE, target=marked_item))
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if(!do_after(M, 5 SECONDS, target = marked_item, timed_action_flags = IGNORE_HELD_ITEM))
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to_chat(M, "<span class='warning'>Your soul snaps back to your body as you stop ensouling [marked_item]!</span>")
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return
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@@ -28,7 +28,7 @@
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halo = halo || mutable_appearance('icons/effects/effects.dmi', "electricity", EFFECTS_LAYER)
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user.add_overlay(halo)
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playsound(get_turf(user), Snd, 50, FALSE)
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if(do_mob(user,user,100,1))
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if(do_after(user, 10 SECONDS, timed_action_flags = (IGNORE_USER_LOC_CHANGE|IGNORE_HELD_ITEM)))
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if(ready && cast_check(skipcharge=1))
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choose_targets()
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else
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