oh boy
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@@ -1,38 +1,3 @@
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/*
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Click code cleanup
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~Sayu
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
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/mob/var/next_click = 0
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// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
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/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
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//Delays the mob's next click/action by num deciseconds
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// eg: 10-3 = 7 deciseconds of delay
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// eg: 10*0.5 = 5 deciseconds of delay
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// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/proc/timeToNextMove()
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return max(0, next_move - world.time)
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/mob/proc/changeNext_move(num)
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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/mob/living/changeNext_move(num)
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last_click_move = next_move
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var/mod = next_move_modifier
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var/adj = next_move_adjust
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for(var/i in status_effects)
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var/datum/status_effect/S = i
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mod *= S.nextmove_modifier()
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adj += S.nextmove_adjust()
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next_move = world.time + ((num + adj)*mod)
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/*
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Before anything else, defer these calls to a per-mobtype handler. This allows us to
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remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
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