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Add timeouts to several move_away calls (#29714)
* Timeouts are important. * Update code/game/objects/items/weapons/grenades/clusterbuster.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/items/weapons/grenades/clusterbuster.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/surgery/organs/organ_internal.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -233,10 +233,7 @@
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if(isobj(H.shoes) && !(H.shoes.flags & NODROP))
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var/thingy = H.shoes
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H.drop_item_to_ground(thingy)
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GLOB.move_manager.move_away(thingy, chassis, 15, 2)
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spawn(20)
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if(thingy)
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GLOB.move_manager.stop_looping(thingy)
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GLOB.move_manager.move_away(thingy, chassis, 15, 2, timeout=20)
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for(var/obj/mecha/combat/reticence/R in oview(6, chassis))
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R.occupant_message("\The [R] has protected you from [chassis]'s HONK at the cost of some power.")
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R.use_power(R.get_charge() / 4)
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@@ -47,7 +47,7 @@
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icon_state = "clusterbang_segment_active"
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payload = payload_type
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active = TRUE
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GLOB.move_manager.move_away(src, loc, rand(1,4))
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GLOB.move_manager.move_away(src, loc, rand(1, 4), timeout = 20)
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spawn(rand(15,60))
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prime()
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@@ -69,7 +69,7 @@
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var/obj/item/grenade/P = new type(loc)
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if(istype(P, /obj/item/grenade))
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P.active = TRUE
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GLOB.move_manager.move_away(P,loc,rand(1,4))
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GLOB.move_manager.move_away(P, loc, rand(1, 4), timeout = 20)
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spawn(rand(15,60))
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if(!QDELETED(P))
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@@ -340,10 +340,7 @@
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if(isobj(H.shoes))
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var/thingy = H.shoes
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if(H.drop_item_to_ground(H.shoes))
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GLOB.move_manager.move_away(thingy, H, 15, 2)
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spawn(20)
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if(thingy)
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GLOB.move_manager.stop_looping(thingy)
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GLOB.move_manager.move_away(thingy, H, 15, 2, timeout = 20)
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/obj/item/organ/internal/honktumor/cursed
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unremovable = TRUE
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