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Fixes runtime with sound emotes (#22275)
* Check if emote can be ran before checking cooldown * Minor styling change * Remove else statement * Removed duplicate can_run_emote from try_run_emote --------- Co-authored-by: Adrer <adrermail@gmail.com>
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@@ -237,9 +237,6 @@
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* Returns TRUE if the emote was able to be run (or failed successfully), or FALSE if the emote is unusable.
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*/
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/datum/emote/proc/try_run_emote(mob/user, params, type_override, intentional = FALSE)
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if(!can_run_emote(user, intentional = intentional))
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return FALSE
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// You can use this signal to block execution of emotes from components/other sources.
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var/sig_res = SEND_SIGNAL(user, COMSIG_MOB_PREEMOTE, key, intentional)
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switch(sig_res)
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@@ -28,6 +28,9 @@
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return FALSE
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var/silenced = FALSE
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for(var/datum/emote/P in key_emotes)
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// can this mob run the emote at all?
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if(!P.can_run_emote(src, intentional))
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continue
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if(!P.check_cooldown(src, intentional))
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// if an emote's on cooldown, don't spam them with messages of not being able to use it
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silenced = TRUE
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