do after update
This commit is contained in:
@@ -112,7 +112,7 @@
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var/new_appearance = show_radial_menu(user, src, possible_appearances, custom_check = CALLBACK(src, .proc/check_menu, user, crayon), radius = 36, require_near = TRUE)
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if(!new_appearance)
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return
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if(!do_after(user, 10, FALSE, src, TRUE))
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if(!do_after(user, 1 SECONDS, src, timed_action_flags = IGNORE_HELD_ITEM))
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return FALSE
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if(!check_menu(user, crayon))
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return FALSE
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@@ -447,7 +447,7 @@
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M.visible_message("<span class='danger'>[user] hastily places [src] on [M]'s chest!</span>", \
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"<span class='userdanger'>[user] hastily places [src] on [M]'s chest!</span>")
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busy = TRUE
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if(do_after(user, isnull(defib?.disarm_shock_time)? disarm_shock_time : defib.disarm_shock_time, target = M))
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if(do_after(user, isnull(defib?.disarm_shock_time)? disarm_shock_time : defib.disarm_shock_time, M))
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M.visible_message("<span class='danger'>[user] zaps [M] with [src]!</span>", \
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"<span class='userdanger'>[user] zaps [M] with [src]!</span>")
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M.DefaultCombatKnockdown(140)
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@@ -477,7 +477,7 @@
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"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
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busy = TRUE
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update_icon()
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if(do_after(user, 30, target = H))
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if(do_after(user, 3 SECONDS, H))
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
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"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
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var/turf/T = get_turf(defib)
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@@ -486,7 +486,7 @@
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T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
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else
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user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
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if(do_after(user, 30, target = H)) //Takes longer due to overcharging
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if(do_after(user, 3 SECONDS, H)) //Takes longer due to overcharging
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if(!H)
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busy = FALSE
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update_icon()
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@@ -542,7 +542,7 @@
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primetimer2 = 20
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deathtimer = DEFIB_TIME_LOSS * 10
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if(do_after(user, primetimer, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
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if(do_after(user, primetimer, H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
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playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
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// patients rot when they are killed, and die when they are dead
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@@ -551,7 +551,7 @@
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var/total_burn = 0
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var/total_brute = 0
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var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
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if(do_after(user, primetimer2, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
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if(do_after(user, primetimer2, H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
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for(var/obj/item/carried_item in H.contents)
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if(istype(carried_item, /obj/item/clothing/suit/space))
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if((!combat && !req_defib) || (req_defib && !defib.combat))
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@@ -90,7 +90,7 @@
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to_chat(user, "<span class='warning'>Your [src] is already occupied.</span>")
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return
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user.visible_message("<span class='warning'>[hound.name] is carefully inserting [target.name] into their [src].</span>", "<span class='notice'>You start placing [target] into your [src]...</span>")
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if(!patient && iscarbon(target) && !target.buckled && do_after (user, 100, target = target))
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if(!patient && iscarbon(target) && !target.buckled && do_after(user, 10 SECONDS, target))
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if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
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return //If they moved away, you can't eat them.
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@@ -127,7 +127,7 @@
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user.visible_message("<span class='notice'>You see [voracious ? "[user] struggling against the expanded material of [hound]'s gut!" : "and hear [user] pounding against something inside of [hound]'s [src.name]!"]</span>", \
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"<span class='notice'>[voracious ? "You start struggling inside of [src]'s tight, flexible confines," : "You start pounding against the metallic walls of [src],"] trying to trigger the release... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
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"<span class='italics'>You hear a [voracious ? "couple of thumps" : "loud banging noise"] coming from within [hound].</span>")
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if(do_after(user, breakout_time, target = src))
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if(do_after(user, breakout_time, src, IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM))
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user.visible_message("<span class='warning'>[user] successfully broke out of [hound.name]!</span>", \
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"<span class='notice'>You successfully break out of [hound.name]!</span>")
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go_out(user, hound)
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@@ -443,7 +443,7 @@
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to_chat(user,"<span class='warning'>[target] is buckled and can not be put into your [src].</span>")
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return
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user.visible_message("<span class='warning'>[hound.name] is ingesting [target] into their [src].</span>", "<span class='notice'>You start ingesting [target] into your [src.name]...</span>")
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if(do_after(user, 30, target = target) && !patient && !target.buckled)
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if(do_after(user, 3 SECONDS, target) && !patient && !target.buckled)
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target.forceMove(src)
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target.reset_perspective(src)
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update_gut(hound)
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@@ -62,7 +62,7 @@
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shaking = TRUE
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start_shaking(user)
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if(do_after(user, shake_time, needhand=TRUE, target=user, progress=TRUE))
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if(do_after(user, shake_time))
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var/answer = get_answer()
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say(answer)
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@@ -11,7 +11,7 @@
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/obj/item/book/granter/proc/turn_page(mob/user)
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playsound(user, pick('sound/effects/pageturn1.ogg','sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg'), 30, 1)
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if(do_after(user,50, TRUE, user))
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if(do_after(user, 5 SECONDS, src))
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if(remarks.len)
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to_chat(user, "<span class='notice'>[pick(remarks)]</span>")
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else
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@@ -53,7 +53,7 @@
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on_reading_stopped()
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reading = FALSE
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return
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if(do_after(user,50, TRUE, user))
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if(do_after(user, 5 SECONDS, src))
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on_reading_finished(user)
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reading = FALSE
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return TRUE
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@@ -139,7 +139,7 @@
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/obj/item/restraints/handcuffs/cable/attack_self(mob/user)
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to_chat(user, "<span class='notice'>You start unwinding the cable restraints back into coil</span>")
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if(!do_after(user, 25, TRUE, user))
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if(!do_after(user, 25, user))
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return
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qdel(src)
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var/obj/item/stack/cable_coil/coil = new(get_turf(user))
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@@ -244,7 +244,7 @@
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if(staffcooldown + staffwait > world.time)
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return
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user.visible_message("[user] chants deeply and waves [user.p_their()] staff!")
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if(do_after(user, 20,1,src))
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if(do_after(user, 2 SECONDS, src))
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target.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
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staffcooldown = world.time
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@@ -306,7 +306,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
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"<span class='notice'>You begin whittling [src] into a sharp point at one end.</span>", \
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"<span class='italics'>You hear wood carving.</span>")
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// 8 Second Timer
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if(!do_after(user, 80, TRUE, src))
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if(!do_after(user, 8 SECONDS, src))
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return
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// Make Stake
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var/obj/item/stake/basic/new_item = new(user.loc)
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@@ -17,7 +17,6 @@
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attack_verb = list("pinched", "nipped")
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hitsound = 'sound/items/wirecutter.ogg'
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usesound = 'sound/items/wirecutter.ogg'
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tool_behaviour = TOOL_WIRECUTTER
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toolspeed = 1
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
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@@ -126,7 +125,6 @@
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desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a cutting head."
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icon_state = "jaws_cutter"
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item_state = "jawsoflife"
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custom_materials = list(/datum/material/iron=150,/datum/material/silver=50,/datum/material/titanium=25)
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usesound = 'sound/items/jaws_cut.ogg'
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toolspeed = 0.25
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@@ -161,7 +159,7 @@
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var/man = C == user ? "your" : "[C]'\s"
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user.visible_message("<span class='notice'>[user] attempts to remove the durathread strand from around [man] neck.</span>", \
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"<span class='notice'>You attempt to remove the durathread strand from around [man] neck.</span>")
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if(do_after(user, 15, null, C))
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if(do_after(user, 1.5 SECONDS, C))
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user.visible_message("<span class='notice'>[user] succesfuly removes the durathread strand.</span>",
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"<span class='notice'>You succesfuly remove the durathread strand.</span>")
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C.remove_status_effect(STATUS_EFFECT_CHOKINGSTRAND)
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@@ -468,7 +468,7 @@
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user.visible_message("<span class='warning'>[src] begins to shake violently!</span>", \
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"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
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"<span class='hear'>You hear banging from [src].</span>")
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if(do_after(user,(breakout_time), target = src, required_mobility_flags = MOBILITY_RESIST))
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if(do_after(user, breakout_time, src, IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM))
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if(!user || user.stat != CONSCIOUS || user.loc != src || opened || (!locked && !welded) )
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return
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//we check after a while whether there is a point of resisting anymore and whether the user is capable of resisting
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@@ -48,7 +48,7 @@
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GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
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swirlie = GM
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var/was_alive = (swirlie.stat != DEAD)
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if(do_after(user, 3 SECONDS, target = src))
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if(do_after(user, 3 SECONDS, src))
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GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='hear'>You hear a toilet flushing.</span>")
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if(iscarbon(GM))
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var/mob/living/carbon/C = GM
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@@ -514,7 +514,7 @@
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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busy = TRUE
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if(!do_after(user, 40, target = src))
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if(!do_after(user, 4 SECONDS, src))
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busy = FALSE
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return
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@@ -595,7 +595,7 @@
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if(user.a_intent != INTENT_HARM)
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to_chat(user, "<span class='notice'>You start washing [O]...</span>")
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busy = TRUE
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if(!do_after(user, 40, target = src))
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if(!do_after(user, 4 SECONDS, src))
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busy = FALSE
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return 1
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busy = FALSE
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