Hides two do_afters which should be invisible (#89460)

## About The Pull Request and also Why It's Good For The Game

Lately I noticed that watchers display the do_after "working" cog while
channeling their "look away" ability, which looks silly because it
already has its own indicator. That should be hidden.


![dreamseeker_6cSCMzJ14f](https://github.com/user-attachments/assets/b7e15cf1-1936-4a7b-8b18-2b799a96dd4a)

Actually now I look at this gif again the offset on the cog is fucked
up, probably need to update that for larger-than-usual mobs...

While I was at it I also added "hidden" to mob basic attack forecasts. I
can't think it's _likely_ that anyone will add a mob with a > 1 second
forecast (they are only displayed if the length is at least one second)
but it's not totally impossible.

## Changelog

🆑
image: Watchers won't display an animated cog at the same time as using
their gaze attack.
/🆑
This commit is contained in:
Jacquerel
2025-03-12 16:00:35 -04:00
committed by Roxy
parent 25e57d05ac
commit 72afcc650f
2 changed files with 2 additions and 2 deletions
@@ -73,7 +73,7 @@
on_began_forecast?.Invoke(target)
//we stop the do_after if the target moves out of neighboring turfs but if they dance around us they get their face smashed
if (!do_after(source, delay = telegraph_duration, target = target, timed_action_flags = IGNORE_TARGET_LOC_CHANGE, extra_checks = CALLBACK(source, TYPE_PROC_REF(/atom/movable, Adjacent), target), interaction_key = INTERACTION_BASIC_ATTACK_FORCEAST))
if (!do_after(source, delay = telegraph_duration, target = target, timed_action_flags = IGNORE_TARGET_LOC_CHANGE, extra_checks = CALLBACK(source, TYPE_PROC_REF(/atom/movable, Adjacent), target), interaction_key = INTERACTION_BASIC_ATTACK_FORCEAST, hidden = TRUE))
forget_target(target)
return
if (isnull(target)) // They got out of the way :(