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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.  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. /🆑
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@@ -73,7 +73,7 @@
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on_began_forecast?.Invoke(target)
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//we stop the do_after if the target moves out of neighboring turfs but if they dance around us they get their face smashed
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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))
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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))
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forget_target(target)
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return
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if (isnull(target)) // They got out of the way :(
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