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Timing adjustments
attack_self use should be somewhat more standard; previously the activate object verb (and pagedown) had no delay at all. Lowers the time taken when interacting with things on your person or in your square.
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+12
-12
@@ -106,13 +106,10 @@
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var/obj/item/W = get_active_hand()
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// Fast exit: In the case of USEDELAY.
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// We will do this check again later and operations aren't heavy compared to list procs and Adjacent()
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if(W == A)
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next_move = world.time + 10
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if(W.flags&USEDELAY)
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next_move += 5
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next_move = world.time + 2 // this is to be consistent with mode(), which was previously no delay at all
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// if(W.flags&USEDELAY)
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// next_move += 5
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W.attack_self(src)
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if(hand)
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update_inv_l_hand(0)
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@@ -123,9 +120,15 @@
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// operate two levels deep here (item in backpack in src; NOT item in box in backpack in src)
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if(A == loc || (A in loc) || (A in contents) || (A.loc in contents))
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// faster access to objects already on you
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if(A in contents)
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next_move = world.time + 6 // on your person
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else
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next_move = world.time + 8 // in a box/bag or in your square
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// No adjacency needed
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if(W)
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next_move = world.time + 10
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if(W.flags&USEDELAY)
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next_move += 5
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@@ -133,7 +136,6 @@
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if(!resolved && A && W)
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W.afterattack(A,src,1,params) // 1 indicates adjacency
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else
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next_move = world.time + 10
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UnarmedAttack(A)
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return
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@@ -141,9 +143,10 @@
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return
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if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
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next_move = world.time + 10
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if(A.Adjacent(src)) // see adjacent.dm
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if(W)
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next_move = world.time + 10
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if(W.flags&USEDELAY)
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next_move += 5
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@@ -152,16 +155,13 @@
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if(!resolved && A && W)
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W.afterattack(A,src,1,params)
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else
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next_move = world.time + 10
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UnarmedAttack(A)
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return
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else // non-adjacent click
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if(W)
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next_move = world.time + 10
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W.afterattack(A,src,0,params)
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else
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if((LASER in mutations) && a_intent == "harm")
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next_move = world.time + 10
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LaserEyes(A) // moved into a proc below
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return
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@@ -37,7 +37,7 @@
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return
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if(W == A)
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next_move = world.time + 10
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next_move = world.time + 8
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if(W.flags&USEDELAY)
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next_move += 5
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@@ -47,7 +47,7 @@
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// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
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if(A == loc || (A in loc) || (A in contents))
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// No adjacency checks
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next_move = world.time + 10
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next_move = world.time + 8
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if(W.flags&USEDELAY)
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next_move += 5
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@@ -352,5 +352,5 @@
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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usr.next_move = world.time+2
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usr.next_move = world.time+6
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return 1
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@@ -128,10 +128,10 @@
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if(istext(selhand))
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selhand = lowertext(selhand)
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if(selhand == "right" || selhand == "r")
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selhand = 0
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if(selhand == "left" || selhand == "l")
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selhand = 1
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if(selhand == "right" || selhand == "r")
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selhand = 0
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if(selhand == "left" || selhand == "l")
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selhand = 1
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if(selhand != src.hand)
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swap_hand()
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@@ -254,6 +254,8 @@ var/list/slot_equipment_priority = list( \
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if (W)
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W.attack_self(src)
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update_inv_r_hand(0)
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if(next_move < world.time)
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next_move = world.time + 2
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return
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/*
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