internal virtual bool PostActivation()
{
// Wait for animating AFTER the attack
if (FunkyGame.Hero.Class.PowerPrime.WaitWhileAnimating)
FunkyGame.Hero.WaitWhileAnimating(3);
FunkyGame.Targeting.Cache.bPickNewAbilities = true;
// See if we should force a long wait AFTERWARDS, too
// Force waiting AFTER power use for certain abilities
FunkyGame.Targeting.Cache.bWaitingAfterPower = false;
if (FunkyGame.Hero.Class.PowerPrime.WaitLoopsAfter >= 1)
{
//Logger.DBLog.DebugFormat("Force waiting AFTER Ability " + powerPrime.powerThis.ToString() + "...");
FunkyGame.Targeting.Cache.bWaitingAfterPower = true;
}
postActivationFinished = true;
return true;
}