ID:139192
 
Code:
    proc
// The "check".
// It tells the user to use the "Not AFK!" verb
// If you haven't used the "Not AFK" verb, with the
// correct word, you get booted after a while.
afkCheck()
// Increments the counter.
afkCounter++
// Asks if it's been exactly 60 seconds yet.
// This number (vv) is how long it will wait in seconds
// until it bugs people about AFK Checking in.
// We'll call that "announcement" "warnAFK".
if(afkCounter == 1)
mob.warnAFK()
// This number (vv) is how long until
// it boots people for not checking in.
// Please, make this larger than the above if.
// Otherwise they'll be booted without warning!
if(afkCounter == 10)
mob.bootIfAFK() // Reset counter.
afkCounter = 0
spawn(15000)
afkCheck()


Problem description:
This is an edited part of a demo squeakyreaper made to help me figure out a CAPTCHA afk check. The issue I'm having is, they don't get booted when afkCounter = 10 they get booted at the spawn time. Oh and for those people who say "Why not work on your games design instead of making an AFK check" It's because....I don't want to. EDIT: below are the warnAFK and bootifAFK
        proc
generateCaptcha()
// Makes the captcha code.
// What I did was take the ASCII code for a word
// and randomize which one to take.
// These CAPTCHA codes are four letters long.
var/random = rand(65,90)
captcha += ascii2text(random)

random = rand(65,91)
captcha += ascii2text(random)

random = rand(65,91)
captcha += ascii2text(random)

random = rand(65,91)
captcha += ascii2text(random)

warnAFK()
// Change this to display whatever message you want
// when telling people to report in.
generateCaptcha()
src << "<font color=#DD0000>USE THE NOT AFK VERB IN COMMANDS\nAND SAY \"[captcha]\"!</font>"

// Boots the user if they haven't checked in yet.
bootIfAFK()
if(afkApproved == 0)
src << "Logged out for inactivity."
Logout()
else
afkApproved = 0
captcha = ""


Where is afkCheck called?