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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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@@ -4,7 +4,7 @@
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var/effect_system_type = null // Which effect system to attach.
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var/effect_amount = 10 // How many effect objects to create on each interval. Note that there's a hard cap on certain effect_systems.
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var/effect_cardinals_only = FALSE // If true, effects only move in GLOB.cardinal directions.
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var/effect_cardinals_only = FALSE // If true, effects only move in GLOB.cardinals directions.
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var/effect_forced_dir = null // If set, effects emitted will always move in this direction.
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/obj/effect/map_effect/interval/effect_emitter/Initialize()
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@@ -61,7 +61,7 @@
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new_firedoor.req_one_access = req_one_access
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if(!single_window)
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var/list/neighbours = list()
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for (var/dir in GLOB.cardinal)
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for (var/dir in GLOB.cardinals)
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var/turf/T = get_step(src, dir)
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var/obj/effect/map_effect/window_spawner/other = locate(/obj/effect/map_effect/window_spawner) in T
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if(!other)
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