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Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of useless proc to get the reverse direction.
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+2
-2
@@ -162,7 +162,7 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
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A.fire_act(air_contents.temperature, air_contents.volume)
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//spread
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for(var/direction in GLOB.cardinal)
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for(var/direction in GLOB.cardinals)
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var/turf/simulated/enemy_tile = get_step(my_tile, direction)
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if(istype(enemy_tile))
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@@ -202,7 +202,7 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
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qdel(src)
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return
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set_dir(pick(GLOB.cardinal))
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set_dir(pick(GLOB.cardinals))
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var/datum/gas_mixture/air_contents = loc.return_air()
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color = fire_color(air_contents.temperature)
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+2
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@@ -93,7 +93,7 @@
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var/connected_dirs
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GET_ZONE_NEIGHBOURS(T, connected_dirs)
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if(connected_dirs && (dir & GLOB.reverse_dir[connected_dirs]) == dir)
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if(connected_dirs && (dir & REVERSE_DIR(connected_dirs)) == dir)
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. &= ~dir //they are, so unflag the cardinals in question
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//it is safe to remove src from the zone if all cardinals are connected by corner turfs
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@@ -179,7 +179,7 @@
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if(istype(unsim, /turf/simulated))
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var/turf/simulated/sim = unsim
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sim.open_directions |= GLOB.reverse_dir[d]
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sim.open_directions |= REVERSE_DIR(d)
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if(TURF_HAS_VALID_ZONE(sim))
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//Might have assigned a zone, since this happens for each direction.
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