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https://github.com/VOREStation/VOREStation.git
synced 2026-08-21 19:19:12 +01:00
Gets rid of another 400 sleep in init problems (#17265)
* Shadekin phase_in moved to timers * Capture crystal to timers * async * PROC_REF
This commit is contained in:
@@ -133,35 +133,38 @@
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phaseanim.adjust_scale(src.size_multiplier, src.size_multiplier)
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phaseanim.dir = dir
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alpha = 0
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custom_emote(1,"phases in!")
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sleep(5) //The duration of the TP animation
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canmove = original_canmove
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alpha = initial(alpha)
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remove_modifiers_of_type(/datum/modifier/shadekin_phase_vision)
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INVOKE_ASYNC(src, PROC_REF(custom_emote),1,"phases in!")
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//Potential phase-in vore
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if(can_be_drop_pred) //Toggleable in vore panel
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var/list/potentials = living_mobs(0)
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if(potentials.len)
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var/mob/living/target = pick(potentials)
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if(istype(target) && target.devourable && target.can_be_drop_prey && vore_selected)
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target.forceMove(vore_selected)
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to_chat(target,span_vwarning("\The [src] phases in around you, [vore_selected.vore_verb]ing you into their [vore_selected.name]!"))
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addtimer(CALLBACK(src, PROC_REF(shadekin_complete_phase_in), original_canmove), 5, TIMER_DELETE_ME)
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ability_flags &= ~AB_PHASE_SHIFTING
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//Affect nearby lights
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var/destroy_lights = 0
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/mob/living/carbon/human/proc/shadekin_complete_phase_in(var/original_canmove)
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canmove = original_canmove
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alpha = initial(alpha)
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remove_modifiers_of_type(/datum/modifier/shadekin_phase_vision)
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for(var/obj/machinery/light/L in machines)
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if(L.z != z || get_dist(src,L) > 10)
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continue
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//Potential phase-in vore
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if(can_be_drop_pred) //Toggleable in vore panel
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var/list/potentials = living_mobs(0)
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if(potentials.len)
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var/mob/living/target = pick(potentials)
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if(istype(target) && target.devourable && target.can_be_drop_prey && vore_selected)
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target.forceMove(vore_selected)
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to_chat(target,span_vwarning("\The [src] phases in around you, [vore_selected.vore_verb]ing you into their [vore_selected.name]!"))
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if(prob(destroy_lights))
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spawn(rand(5,25))
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L.broken()
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else
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L.flicker(10)
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ability_flags &= ~AB_PHASE_SHIFTING
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//Affect nearby lights
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var/destroy_lights = 0
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for(var/obj/machinery/light/L in machines)
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if(L.z != z || get_dist(src,L) > 10)
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continue
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if(prob(destroy_lights))
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addtimer(CALLBACK(L, TYPE_PROC_REF(/obj/machinery/light, broken)), rand(5,25), TIMER_DELETE_ME)
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else
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L.flicker(10)
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/mob/living/carbon/human/proc/phase_out(var/turf/T)
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if(!(ability_flags & AB_PHASE_SHIFTED))
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@@ -56,38 +56,41 @@
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//Cosmetics mostly
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flick("tp_in",src)
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custom_emote(1,"phases in!")
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sleep(5) //The duration of the TP animation
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canmove = original_canmove
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INVOKE_ASYNC(src, PROC_REF(custom_emote),1,"phases in!")
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//Potential phase-in vore
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if(can_be_drop_pred) //Toggleable in vore panel
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var/list/potentials = living_mobs(0)
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if(potentials.len)
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var/mob/living/target = pick(potentials)
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if(istype(target) && target.devourable && target.can_be_drop_prey && vore_selected)
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target.forceMove(vore_selected)
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to_chat(target,span_vwarning("\The [src] phases in around you, [vore_selected.vore_verb]ing you into their [vore_selected.name]!"))
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addtimer(CALLBACK(src, PROC_REF(shadekin_complete_phase_in), original_canmove), 5, TIMER_DELETE_ME)
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// Do this after the potential vore, so we get the belly
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update_icon()
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//Affect nearby lights
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var/destroy_lights = 0
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if(eye_state == RED_EYES)
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destroy_lights = 80
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if(eye_state == PURPLE_EYES)
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destroy_lights = 25
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/mob/living/simple_mob/shadekin/proc/shadekin_complete_phase_in(var/original_canmove)
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canmove = original_canmove
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for(var/obj/machinery/light/L in machines)
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if(L.z != z || get_dist(src,L) > 10)
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continue
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//Potential phase-in vore
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if(can_be_drop_pred) //Toggleable in vore panel
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var/list/potentials = living_mobs(0)
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if(potentials.len)
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var/mob/living/target = pick(potentials)
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if(istype(target) && target.devourable && target.can_be_drop_prey && vore_selected)
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target.forceMove(vore_selected)
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to_chat(target,span_vwarning("\The [src] phases in around you, [vore_selected.vore_verb]ing you into their [vore_selected.name]!"))
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if(prob(destroy_lights))
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spawn(rand(5,25))
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L.broken()
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else
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L.flicker(10)
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// Do this after the potential vore, so we get the belly
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update_icon()
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//Affect nearby lights
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var/destroy_lights = 0
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if(eye_state == RED_EYES)
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destroy_lights = 80
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if(eye_state == PURPLE_EYES)
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destroy_lights = 25
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for(var/obj/machinery/light/L in machines)
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if(L.z != z || get_dist(src,L) > 10)
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continue
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if(prob(destroy_lights))
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addtimer(CALLBACK(L, TYPE_PROC_REF(/obj/machinery/light, broken)), rand(5,25), TIMER_DELETE_ME)
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else
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L.flicker(10)
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/mob/living/simple_mob/shadekin/proc/phase_out(var/turf/T)
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if(!(ability_flags & AB_PHASE_SHIFTED))
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