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[PORT] Adds TG "busy" cogbar animation for players (#27932)
* looks like it works * move to PREFTOGGLE_3 and add sneaky do_after * linter * param doc and some cleanup * autodoc and comment signal * fix wrong type in link_processing * fix wrong var in preferences * cover do_mob and do_after_once * fix toggles total * replace indent with space * offset and helpers procs * fix conditional statement * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> * Update code/__HELPERS/mob_helpers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> * use SECONDS * Update code/game/objects/items/weapons/weaponry.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> --------- Signed-off-by: Mira <42539014+MiraHell@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -101,7 +101,7 @@ GLOBAL_LIST_EMPTY(safes)
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if(!drill_timer)
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return
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cut_overlay(progress_bar)
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progress_bar = image('icons/effects/progessbar.dmi', src, "prog_bar_[round((((world.time - drill_start_time) / time_to_drill) * 100), 5)]", HUD_LAYER)
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progress_bar = image('icons/effects/progressbar.dmi', src, "prog_bar_[round((((world.time - drill_start_time) / time_to_drill) * 100), 5)]", HUD_LAYER)
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add_overlay(progress_bar)
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if(prob(DRILL_SPARK_CHANCE))
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drill.spark_system.start()
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