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@Hopekz Hopekz commented Dec 21, 2019

Adds in a emote cooldown framework.

This means that emotes cannot be spammed anymore.

By default, a single emote cannot be repeated until 0.4 seconds have passed.
This an emote property and is able to be set per emote.
I left *flip and *spin spam able because it's sacred and must be preserved.

I used this new emote delay framework to set *deathgasp emote delay to 3.4 seconds.
Why i did this: I remember how angry AI's sometimes spam their death sound every 0.01 seconds on a macro. This change removes this.

yes, I cannibalized parts of TG code for this PR and edited it to fit in our codebase.

EDIT: Nich found what PR this was from:
This was cannibalized from tgstation/tgstation#47868

Changelog

🆑 Ninjanomnom , Hopek
rscadd: Emote cooldown framework has been added. This means you cannot spam a single emote in rapid succession (sorry macro kiddies)!
rscadd: Used this new emote cooldown framework to add a longer delay to *deathgasp . Take that spamming silicons!
/:cl:

@yogstation13-bot yogstation13-bot added the Feature This adds new content to the game label Dec 21, 2019
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Hopekz commented Dec 27, 2019

Testing Alex's changes before I commit.

Hopekz and others added 3 commits December 28, 2019 14:00
Co-Authored-By: alexkar598 <25136265+alexkar598@users.noreply.github.com>
Co-Authored-By: alexkar598 <25136265+alexkar598@users.noreply.github.com>
I think its more ugly now but whatever Alex you're the maintainer.
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Hopekz commented Dec 28, 2019

Committed changes.

if(P.run_emote(src, param, m_type, intentional))
return
if(intentional)
SEND_SIGNAL(src, P, act, m_type, message, intentional)
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No like just delete this line

Suggested change
SEND_SIGNAL(src, P, act, m_type, message, intentional)

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3 participants