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Emote cooldown framework (no more spam) #7372
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alexkar598
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Dec 23, 2019
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Testing Alex's changes before I commit. |
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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Committed changes. |
alexkar598
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Dec 29, 2019
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Jan 6, 2020
code/modules/mob/emote.dm
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| 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
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| SEND_SIGNAL(src, P, act, m_type, message, intentional) |
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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: