flushed
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@@ -52,8 +52,9 @@
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* * ignore_mod - ignores next action adjust and mult
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* * considered_action - Defaults to TRUE - If TRUE, sets last_action to world.time.
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* * immediate - defaults to TRUE - if TRUE, writes to cached/last_attack_immediate instead of last_attack. This ensures it can't collide with any delay checks in the actual attack.
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* * flush - defaults to FALSE - Use this while using this proc outside of clickcode to ensure everything is set properly. This should never be set to TRUE if this is called from clickcode.
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*/
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/mob/proc/DelayNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE, immediate = TRUE)
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/mob/proc/DelayNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE, immediate = TRUE, flush = FALSE)
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if(immediate)
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if(considered_action)
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last_action_immediate = world.time
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@@ -62,7 +63,10 @@
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if(considered_action)
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last_action = world.time
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next_action = max(next_action, world.time + (ignore_mod? amount : (amount * GetActionCooldownMod() + GetActionCooldownAdjust())))
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hud_used?.clickdelay?.mark_dirty()
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if(flush)
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FlushCurrentAction()
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else
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hud_used?.clickdelay?.mark_dirty()
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/**
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* Get estimated time of next attack.
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@@ -79,7 +83,7 @@
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/**
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* Sets our next action to. The difference is DelayNextAction cannot reduce next_action under any circumstances while this can.
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*/
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/mob/proc/SetNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE, immediate = TRUE)
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/mob/proc/SetNextAction(amount = 0, ignore_mod = FALSE, considered_action = TRUE, immediate = TRUE, flush = FALSE)
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if(immediate)
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if(considered_action)
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last_action_immediate = world.time
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@@ -88,7 +92,10 @@
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if(considered_action)
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last_action = world.time
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next_action = world.time + (ignore_mod? amount : (amount * GetActionCooldownMod() + GetActionCooldownAdjust()))
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hud_used?.clickdelay?.mark_dirty()
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if(flush)
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FlushCurrentAction()
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else
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hud_used?.clickdelay?.mark_dirty()
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/**
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* Checks if we can do another action.
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@@ -215,7 +215,7 @@
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//proc to upgrade a simple pull into a more aggressive grab.
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/mob/living/proc/grippedby(mob/living/carbon/user, instant = FALSE)
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if(user.grab_state < GRAB_KILL)
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user.DelayNextAction(CLICK_CD_GRABBING)
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user.DelayNextAction(CLICK_CD_GRABBING, flush = TRUE)
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playsound(src, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(user.grab_state) //only the first upgrade is instantaneous
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