Converts more dir assignments to setDir (#40023)

This commit is contained in:
Emmett Gaines
2018-08-31 15:54:37 -04:00
committed by vuonojenmustaturska
parent 4c61996455
commit 451d35c9c9
12 changed files with 17 additions and 17 deletions
+1 -1
View File
@@ -116,7 +116,7 @@
if(!(flags_1 & NODECONSTRUCT_1))
if(circuit) //no circuit, no computer frame
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
A.dir = dir
A.setDir(dir)
A.circuit = circuit
A.setAnchored(TRUE)
if(stat & BROKEN)
@@ -114,7 +114,7 @@
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/obj/B = new circuit.build_path (loc, circuit)
B.dir = dir
B.setDir(dir)
transfer_fingerprints_to(B)
qdel(src)
return
+1 -1
View File
@@ -619,7 +619,7 @@ RLD
var/light = get_turf(winner)
var/align = get_dir(winner, A)
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.dir = align
L.setDir(align)
L.color = color_choice
L.light_color = L.color
return TRUE
+2 -2
View File
@@ -438,10 +438,10 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
else
var/obj/structure/c_transit_tube/tube = new queued_p_type(A)
tube.dir = queued_p_dir
tube.setDir(queued_p_dir)
if(queued_p_flipped)
tube.dir = turn(queued_p_dir, 45)
tube.setDir(turn(queued_p_dir, 45))
tube.simple_rotate_flip()
tube.add_fingerprint(usr)
+1 -1
View File
@@ -246,7 +246,7 @@
if (do_after(user, GUILLOTINE_WRENCH_DELAY, target = src))
current_action = 0
default_unfasten_wrench(user, I, 0)
dir = SOUTH
setDir(SOUTH)
return TRUE
else
current_action = 0
+1 -1
View File
@@ -123,7 +123,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.dir=dir
connected.setDir(dir)
for(var/atom/movable/AM in src)
AM.forceMove(T)
update_icon()
@@ -32,7 +32,7 @@
/obj/structure/windoor_assembly/New(loc, set_dir)
..()
if(set_dir)
dir = set_dir
setDir(set_dir)
ini_dir = dir
air_update_turf(1)
@@ -223,7 +223,7 @@
T.atom_colours = atom_colours.Copy()
T.update_atom_colour()
if(T.dir != dir)
T.dir = dir
T.setDir(dir)
T.transform = transform
return T
@@ -295,7 +295,7 @@
T.atom_colours = atom_colours.Copy()
T.update_atom_colour()
if(T.dir != dir)
T.dir = dir
T.setDir(dir)
T.transform = transform
return T
+1 -1
View File
@@ -119,7 +119,7 @@
var/atom/movable/P = mob.pulling
if(P && !ismob(P) && P.density)
mob.dir = turn(mob.dir, 180)
mob.setDir(turn(mob.dir, 180))
///Process_Grab()
///Called by client/Move()
+3 -3
View File
@@ -60,7 +60,7 @@
eyeobj = new /mob/camera/aiEye/remote/shuttle_docker()
var/mob/camera/aiEye/remote/shuttle_docker/the_eye = eyeobj
the_eye.origin = src
the_eye.dir = shuttle_port.dir
the_eye.setDir(shuttle_port.dir)
var/turf/origin = locate(shuttle_port.x + x_offset, shuttle_port.y + y_offset, shuttle_port.z)
for(var/V in shuttle_port.shuttle_areas)
var/area/A = V
@@ -137,7 +137,7 @@
my_port.dheight = shuttle_port.dheight
my_port.dwidth = shuttle_port.dwidth
my_port.hidden = shuttle_port.hidden
my_port.dir = the_eye.dir
my_port.setDir(the_eye.dir)
my_port.forceMove(locate(eyeobj.x - x_offset, eyeobj.y - y_offset, eyeobj.z))
if(current_user.client)
current_user.client.images -= the_eye.placed_images
@@ -166,7 +166,7 @@
/obj/machinery/computer/camera_advanced/shuttle_docker/proc/rotateLandingSpot()
var/mob/camera/aiEye/remote/shuttle_docker/the_eye = eyeobj
var/list/image_cache = the_eye.placement_images
the_eye.dir = turn(the_eye.dir, -90)
the_eye.setDir(turn(the_eye.dir, -90))
for(var/i in 1 to image_cache.len)
var/image/pic = image_cache[i]
var/list/coords = image_cache[pic]
@@ -81,7 +81,7 @@
/obj/effect/cross_action/spacetime_dist/Initialize(mapload)
. = ..()
dir = pick(GLOB.cardinals)
setDir(pick(GLOB.cardinals))
/obj/effect/cross_action/spacetime_dist/proc/walk_link(atom/movable/AM)
if(ismob(AM))
+2 -2
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@@ -168,12 +168,12 @@
top_layer = top_layer || mutable_appearance(icon, layer = ABOVE_MOB_LAYER)
switch(cannon_direction)
if(WEST)
dir = WEST
setDir(WEST)
pixel_x = -192
top_layer.icon_state = "top_west"
icon_state = "cannon_west"
if(EAST)
dir = EAST
setDir(EAST)
top_layer.icon_state = "top_east"
icon_state = "cannon_east"
add_overlay(top_layer)