Automatic conversion via Regex

This commit is contained in:
Remie Richards
2016-06-11 18:37:48 +01:00
parent a041255b80
commit fda2c699fc
126 changed files with 323 additions and 323 deletions
+5 -5
View File
@@ -957,19 +957,19 @@ var/global/list/humanoid_icon_cache = list()
var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
body.dir = NORTH
body.setDir(NORTH)
var/icon/partial = getFlatIcon(body)
out_icon.Insert(partial,dir=NORTH)
body.dir = SOUTH
body.setDir(SOUTH)
partial = getFlatIcon(body)
out_icon.Insert(partial,dir=SOUTH)
body.dir = WEST
body.setDir(WEST)
partial = getFlatIcon(body)
out_icon.Insert(partial,dir=WEST)
body.dir = EAST
body.setDir(EAST)
partial = getFlatIcon(body)
out_icon.Insert(partial,dir=EAST)
@@ -985,4 +985,4 @@ var/global/list/humanoid_icon_cache = list()
//Images have dir without being an atom, so they get their own definition.
//Lame.
/image/proc/setDir(newdir)
dir = newdir
setDir(newdir)
+1 -1
View File
@@ -502,7 +502,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
//The variables should be apparent enough.
var/atom/movable/overlay/animation = new(location)
if(direction)
animation.dir = direction
animation.setDir(direction)
animation.icon = a_icon
animation.layer = target:layer+1
if(a_icon_state)
+8 -8
View File
@@ -309,25 +309,25 @@
var/dy = A.y - y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16)
dir = NORTH
setDir(NORTH)
else if(A.pixel_y < -16)
dir = SOUTH
setDir(SOUTH)
else if(A.pixel_x > 16)
dir = EAST
setDir(EAST)
else if(A.pixel_x < -16)
dir = WEST
setDir(WEST)
return
if(abs(dx) < abs(dy))
if(dy > 0)
dir = NORTH
setDir(NORTH)
else
dir = SOUTH
setDir(SOUTH)
else
if(dx > 0)
dir = EAST
setDir(EAST)
else
dir = WEST
setDir(WEST)
/obj/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
+1 -1
View File
@@ -177,7 +177,7 @@ var/const/tk_maxrange = 15
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.dir = pick(cardinal)
O.setDir(pick(cardinal))
O.icon = 'icons/effects/effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)
+1 -1
View File
@@ -218,7 +218,7 @@
I = new /icon(icon, icon_state, dir)
else
I = new /icon(icon, icon_state)
dir = "default"
setDir("default")
var/filename = "[ckey("[icon]_[icon_state]_[dir]")].png"
src << browse_rsc(I, filename)
+2 -2
View File
@@ -742,9 +742,9 @@ body
switch(href_list["rotatedir"])
if("right")
A.dir = turn(A.dir, -45)
A.setDir(turn(A.dir, -45))
if("left")
A.dir = turn(A.dir, 45)
A.setDir(turn(A.dir, 45))
href_list["datumrefresh"] = href_list["rotatedatum"]
else if(href_list["editorgans"])
+1 -1
View File
@@ -162,7 +162,7 @@
A.say("TORNADO SWEEP!")
spawn(0)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
A.dir = i
A.setDir(i)
playsound(A.loc, 'sound/weapons/punch1.ogg', 15, 1, -1)
sleep(1)
var/obj/effect/proc_holder/spell/aoe_turf/repulse/R = new(null)
+9 -9
View File
@@ -121,7 +121,7 @@
A << "You need to have [D] in a cinch!"
return
D.forceMove(A.loc)
D.dir = get_dir(D, A)
D.setDir(get_dir(D, A))
D.Stun(4)
A.visible_message("<span class = 'danger'><B>[A] starts spinning around with [D]!</B></span>")
@@ -151,12 +151,12 @@
A << "You can't throw [D] from here!"
return 0
A.dir = turn(A.dir, 90)
A.setDir(turn(A.dir, 90))
var/turf/T = get_step(A, A.dir)
var/turf/S = D.loc
if ((S && isturf(S) && S.Exit(D)) && (T && isturf(T) && T.Enter(A)))
D.forceMove(T)
D.dir = get_dir(D, A)
D.setDir(get_dir(D, A))
else
return 0
@@ -193,8 +193,8 @@
A << "You need to have [D] in a cinch!"
return
D.forceMove(A.loc)
A.dir = get_dir(A, D)
D.dir = get_dir(D, A)
A.setDir(get_dir(A, D))
D.setDir(get_dir(D, A))
A.visible_message("<span class = 'danger'><B>[A] lifts [D] up!</B></span>")
@@ -209,8 +209,8 @@
if (A && D)
A.pixel_y += 3
D.pixel_y += 3
A.dir = turn(A.dir, 90)
D.dir = turn(D.dir, 90)
A.setDir(turn(A.dir, 90))
D.setDir(turn(D.dir, 90))
switch (A.dir)
if (NORTH)
@@ -305,7 +305,7 @@
var/turf/T = get_turf(A)
if (T && isturf(T) && D && isturf(D.loc))
for (var/i = 0, i < 4, i++)
A.dir = turn(A.dir, 90)
A.setDir(turn(A.dir, 90))
A.forceMove(D.loc)
spawn (4)
@@ -322,7 +322,7 @@
return
A.emote("scream")
A.emote("flip")
A.dir = turn(A.dir, 90)
A.setDir(turn(A.dir, 90))
A.visible_message("<span class = 'danger'><B>[A] roundhouse-kicks [D]!</B></span>")
playsound(A.loc, "swing_hit", 50, 1)
+1 -1
View File
@@ -435,4 +435,4 @@ var/list/blood_splatter_icons = list()
//Hook for running code when a dir change occurs
/atom/proc/setDir(newdir)
dir = newdir
setDir(newdir)
+1 -1
View File
@@ -188,7 +188,7 @@
var/old_dir = dir
. = step(src, direction)
dir = old_dir
setDir(old_dir)
/atom/movable/proc/checkpass(passflag)
return pass_flags&passflag
+1 -1
View File
@@ -24,7 +24,7 @@
if(Ablob.blob_allowed) //Is this area allowed for winning as blob?
blobs_legit += src
blobs += src //Keep track of the blob in the normal list either way
src.dir = pick(1, 2, 4, 8)
src.setDir(pick(1, 2, 4, 8))
src.update_icon()
..(loc)
ConsumeTile()
@@ -285,14 +285,14 @@
if(ratvar_awakens && target)
target.adjust_fire_stacks(damage_per_tick)
target.IgniteMob()
dir = get_dir(get_turf(src), get_turf(target))
setDir(get_dir(get_turf(src), get_turf(target)))
else
if(!acquire_nearby_target() && prob(0.5)) //Extremely low chance because of how fast the subsystem it uses processes
var/list/idle_messages = list("[src] sulkily glares around.", "[src] lazily drifts from side to side.", "[src] looks around for something to burn.", "[src] slowly turns in circles.")
if(prob(50))
visible_message("<span class='notice'>[pick(idle_messages)]</span>")
else
dir = pick(NORTH, EAST, SOUTH, WEST) //Random rotation
setDir(pick(NORTH, EAST, SOUTH, WEST) )//Random rotation
/obj/structure/clockwork/ocular_warden/proc/acquire_nearby_target()
var/list/possible_targets = list()
@@ -91,7 +91,7 @@
new new_thing_type(get_turf(target), proselytize_values["spawn_dir"])
else
var/atom/A = new new_thing_type(get_turf(target))
A.dir = proselytize_values["spawn_dir"]
A.setDir(proselytize_values["spawn_dir"])
qdel(target)
modify_stored_alloy(-proselytize_values["alloy_cost"])
return 1
+3 -3
View File
@@ -48,7 +48,7 @@
if(T.z != L.z)
icon_state = "pinonnull"
else
dir = get_dir(L, T)
setDir(get_dir(L, T))
switch(get_dist(L, T))
if(-1)
icon_state = "pinondirect"
@@ -203,7 +203,7 @@
if(!the_disk)
icon_state = "pinonnull"
return
dir = get_dir(src, the_disk)
setDir(get_dir(src, the_disk))
switch(get_dist(src, the_disk))
if(0)
icon_state = "pinondirect"
@@ -237,7 +237,7 @@
if(loc.z != home.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
else
dir = get_dir(src, home)
setDir(get_dir(src, home))
switch(get_dist(src, home))
if(0)
icon_state = "pinondirect"
+1 -1
View File
@@ -19,7 +19,7 @@
/obj/machinery/button/New(loc, ndir = 0, built = 0)
..()
if(built)
dir = ndir
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
panel_open = 1
+5 -5
View File
@@ -156,7 +156,7 @@
assembly = new()
assembly.loc = src.loc
assembly.state = 1
assembly.dir = src.dir
assembly.setDir(src.dir)
assembly = null
qdel(src)
return
@@ -339,13 +339,13 @@
//If someone knows a better way to do this, let me know. -Giacom
switch(i)
if(NORTH)
src.dir = SOUTH
src.setDir(SOUTH)
if(SOUTH)
src.dir = NORTH
src.setDir(NORTH)
if(WEST)
src.dir = EAST
src.setDir(EAST)
if(EAST)
src.dir = WEST
src.setDir(WEST)
break
//Return a working camera that can see a given mob
@@ -27,7 +27,7 @@
/obj/machinery/camera_assembly/New(loc, ndir, building)
..()
if(building)
dir = ndir
setDir(ndir)
/obj/machinery/camera_assembly/attackby(obj/item/W, mob/living/user, params)
switch(state)
@@ -87,7 +87,7 @@
var/obj/machinery/camera/C = new(src.loc)
src.loc = C
C.assembly = src
C.dir = src.dir
C.setDir(src.dir)
C.network = tempnetwork
var/area/A = get_area_master(src)
+19 -19
View File
@@ -18,7 +18,7 @@
/obj/machinery/door/window/New(loc, set_dir)
..()
if(set_dir)
dir = set_dir
setDir(set_dir)
if(src.req_access && src.req_access.len)
src.icon_state = "[src.icon_state]"
src.base_state = src.icon_state
@@ -272,7 +272,7 @@
WA.secure = 1
WA.anchored = 1
WA.state= "02"
WA.dir = src.dir
WA.setDir(src.dir)
WA.ini_dir = src.dir
WA.update_icon()
WA.created_name = src.name
@@ -348,7 +348,7 @@
..()
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/door/window, get_turf(src))
if(set_dir)
E.dir = set_dir
E.setDir(set_dir)
debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
/obj/machinery/door/window/clockwork/ratvar_act()
@@ -367,65 +367,65 @@
return 0
/obj/machinery/door/window/northleft
dir = NORTH
setDir(NORTH)
/obj/machinery/door/window/eastleft
dir = EAST
setDir(EAST)
/obj/machinery/door/window/westleft
dir = WEST
setDir(WEST)
/obj/machinery/door/window/southleft
dir = SOUTH
setDir(SOUTH)
/obj/machinery/door/window/northright
dir = NORTH
setDir(NORTH)
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/eastright
dir = EAST
setDir(EAST)
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/westright
dir = WEST
setDir(WEST)
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/southright
dir = SOUTH
setDir(SOUTH)
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/brigdoor/northleft
dir = NORTH
setDir(NORTH)
/obj/machinery/door/window/brigdoor/eastleft
dir = EAST
setDir(EAST)
/obj/machinery/door/window/brigdoor/westleft
dir = WEST
setDir(WEST)
/obj/machinery/door/window/brigdoor/southleft
dir = SOUTH
setDir(SOUTH)
/obj/machinery/door/window/brigdoor/northright
dir = NORTH
setDir(NORTH)
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/eastright
dir = EAST
setDir(EAST)
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/westright
dir = WEST
setDir(WEST)
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/southright
dir = SOUTH
setDir(SOUTH)
icon_state = "rightsecure"
base_state = "rightsecure"
+1 -1
View File
@@ -45,7 +45,7 @@ var/list/doppler_arrays = list()
return
if(usr.stat || usr.restrained() || !usr.canmove)
return
src.dir = turn(src.dir, 90)
src.setDir(turn(src.dir, 90))
return
/obj/machinery/doppler_array/AltClick(mob/living/user)
+1 -1
View File
@@ -26,7 +26,7 @@
/obj/machinery/firealarm/New(loc, dir, building)
..()
if(dir)
src.dir = dir
src.setDir(dir)
if(building)
buildstage = 0
panel_open = 1
+1 -1
View File
@@ -25,7 +25,7 @@
/obj/machinery/flasher/New(loc, ndir = 0, built = 0)
..() // ..() is EXTREMELY IMPORTANT, never forget to add it
if(built)
dir = ndir
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -28 : 28)
pixel_y = (dir & 3)? (dir ==1 ? -28 : 28) : 0
else
+1 -1
View File
@@ -373,7 +373,7 @@ Class Procs:
/obj/machinery/proc/default_change_direction_wrench(mob/user, obj/item/weapon/wrench/W)
if(panel_open && istype(W))
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
dir = turn(dir,-90)
setDir(turn(dir,-90))
user << "<span class='notice'>You rotate [src].</span>"
return 1
return 0
+1 -1
View File
@@ -200,7 +200,7 @@ var/list/obj/machinery/newscaster/allCasters = list()
/obj/machinery/newscaster/New(loc, ndir, building)
..()
if(building)
dir = ndir
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -32 : 32)
pixel_y = (dir & 3)? (dir ==1 ? -32 : 32) : 0
+11 -11
View File
@@ -52,7 +52,7 @@ Buildable meters
/obj/item/pipe/New(loc, pipe_type, dir, obj/machinery/atmospherics/make_from)
..()
if(make_from)
src.dir = make_from.dir
src.setDir(make_from.dir)
src.pipename = make_from.name
src.color = make_from.color
@@ -67,10 +67,10 @@ Buildable meters
var/obj/machinery/atmospherics/components/trinary/triP = make_from
if(istype(triP) && triP.flipped)
src.flipped = 1
src.dir = turn(src.dir, -45)
src.setDir(turn(src.dir, -45))
else
src.pipe_type = pipe_type
src.dir = dir
src.setDir(dir)
if(src.dir in diagonals)
is_bent = 1
@@ -144,7 +144,7 @@ var/global/list/pipeID2State = list(
if ( usr.stat || usr.restrained() || !usr.canmove )
return
src.dir = turn(src.dir, -90)
src.setDir(turn(src.dir, -90))
fixdir()
@@ -159,11 +159,11 @@ var/global/list/pipeID2State = list(
return
if (pipe_type in list(PIPE_GAS_FILTER, PIPE_GAS_MIXER))
src.dir = turn(src.dir, flipped ? 45 : -45)
src.setDir(turn(src.dir, flipped )? 45 : -45)
flipped = !flipped
return
src.dir = turn(src.dir, -180)
src.setDir(turn(src.dir, -180))
fixdir()
@@ -182,7 +182,7 @@ var/global/list/pipeID2State = list(
/obj/item/pipe/Move()
var/old_dir = dir
..()
dir = old_dir //pipes changing direction when moved is just annoying and buggy
setDir(old_dir )//pipes changing direction when moved is just annoying and buggy
/obj/item/pipe/proc/unflip(direction)
if(direction in diagonals)
@@ -194,9 +194,9 @@ var/global/list/pipeID2State = list(
/obj/item/pipe/proc/fixdir()
if((pipe_type in list (PIPE_SIMPLE, PIPE_HE, PIPE_MVALVE, PIPE_DVALVE)) && !is_bent)
if(dir==SOUTH)
dir = NORTH
setDir(NORTH)
else if(dir==WEST)
dir = EAST
setDir(EAST)
/obj/item/pipe/attack_self(mob/user)
return rotate()
@@ -209,10 +209,10 @@ var/global/list/pipeID2State = list(
fixdir()
if(pipe_type in list(PIPE_GAS_MIXER, PIPE_GAS_FILTER))
dir = unflip(dir)
setDir(unflip(dir))
var/obj/machinery/atmospherics/A = new pipe_type(src.loc)
A.dir = src.dir
A.setDir(src.dir)
A.SetInitDirections()
for(var/obj/machinery/atmospherics/M in src.loc)
@@ -587,7 +587,7 @@
if(target)
spawn()
popUp() //pop the turret up if it's not already up.
dir = get_dir(base, target) //even if you can't shoot, follow the target
setDir(get_dir(base, target) )//even if you can't shoot, follow the target
spawn()
shootAt(target)
return 1
@@ -701,7 +701,7 @@
/obj/machinery/turretid/New(loc, ndir = 0, built = 0)
..()
if(built)
dir = ndir
setDir(ndir)
locked = 0
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
+2 -2
View File
@@ -11,7 +11,7 @@
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
/obj/machinery/shield/New()
src.dir = pick(1,2,3,4)
src.setDir(pick(1,2,3,4))
..()
air_update_turf(1)
@@ -407,7 +407,7 @@
T2 = T
var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
CF.loc = T
CF.dir = field_dir
CF.setDir(field_dir)
/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user, params)
+1 -1
View File
@@ -14,7 +14,7 @@
name = "mech bay power port"
density = 1
anchored = 1
dir = 4
setDir(4)
icon = 'icons/mecha/mech_bay.dmi'
icon_state = "recharge_port"
var/obj/mecha/recharging_mech
+5 -5
View File
@@ -520,7 +520,7 @@
/obj/mecha/proc/mechturn(direction)
dir = direction
setDir(direction)
if(turnsound)
playsound(src,turnsound,40,1)
return 1
@@ -529,7 +529,7 @@
var/current_dir = dir
var/result = step(src,direction)
if(strafe)
dir = current_dir
setDir(current_dir)
if(result && stepsound)
playsound(src,stepsound,40,1)
return result
@@ -836,7 +836,7 @@
forceMove(loc)
log_append_to_last("[H] moved in as pilot.")
icon_state = initial(icon_state)
dir = dir_in
setDir(dir_in)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!internal_damage)
occupant << sound('sound/mecha/nominal.ogg',volume=50)
@@ -888,7 +888,7 @@
mmi_as_oc.loc = src
mmi_as_oc.mecha = src
icon_state = initial(icon_state)
dir = dir_in
setDir(dir_in)
log_message("[mmi_as_oc] moved in as pilot.")
if(!internal_damage)
occupant << sound('sound/mecha/nominal.ogg',volume=50)
@@ -940,7 +940,7 @@
mmi.update_icon()
L.canmove = 0
icon_state = initial(icon_state)+"-open"
dir = dir_in
setDir(dir_in)
if(L && L.client)
L.client.view = world.view
+1 -1
View File
@@ -5,7 +5,7 @@
/obj/mecha/medical/mechturn(direction)
dir = direction
setDir(direction)
playsound(src,'sound/mecha/mechmove01.ogg',40,1)
return 1
+1 -1
View File
@@ -52,7 +52,7 @@
return 0
M.buckled = src
M.dir = dir
M.setDir(dir)
buckled_mobs |= M
M.update_canmove()
post_buckle_mob(M)
@@ -38,7 +38,7 @@
if(number < 3)
var/obj/effect/particle_effect/steam/I = PoolOrNew(/obj/effect/particle_effect/steam, oldposition)
number++
I.dir = holder.dir
I.setDir(holder.dir)
oldposition = get_turf(holder)
spawn(10)
qdel(I)
@@ -68,7 +68,7 @@
if(T != oldposition)
if(!has_gravity(T))
var/obj/effect/particle_effect/ion_trails/I = PoolOrNew(effect_type, oldposition)
I.dir = holder.dir
I.setDir(holder.dir)
flick("ion_fade", I)
I.icon_state = ""
spawn(20)
@@ -79,7 +79,7 @@
smoke_mob(L)
var/obj/effect/particle_effect/smoke/S = new type(T)
reagents.copy_to(S, reagents.total_volume)
S.dir = pick(cardinal)
S.setDir(pick(cardinal))
S.amount = amount-1
S.color = color
S.lifetime = lifetime
+1 -1
View File
@@ -26,7 +26,7 @@ obj/effect/glowshroom/glowcap
/obj/effect/glowshroom/New()
..()
SetLuminosity(round(potency/10))
dir = CalcDir()
setDir(CalcDir())
var/base_icon_state = initial(icon_state)
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
+3 -3
View File
@@ -33,7 +33,7 @@
/obj/effect/overlay/temp/New()
if(randomdir)
dir = pick(cardinal)
setDir(pick(cardinal))
flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
spawn(duration)
qdel(src)
@@ -85,7 +85,7 @@
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
dir = mimiced_atom.dir
setDir(mimiced_atom.dir)
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/cult
@@ -105,7 +105,7 @@
/obj/effect/overlay/temp/cult/phase/New(loc, set_dir)
..()
if(set_dir)
dir = set_dir
setDir(set_dir)
/obj/effect/overlay/temp/cult/phase/out
icon_state = "cultout"
+1 -1
View File
@@ -84,7 +84,7 @@
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.dir = predir
AM.setDir(predir)
+2 -2
View File
@@ -77,9 +77,9 @@
I.pixel_x = p_x - 1 //offset correction
I.pixel_y = p_y - 1
if(decaltype == DECALTYPE_SCORCH)
I.dir = pick(NORTH,SOUTH,EAST,WEST)// random scorch design
I.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design
if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
I.dir = pick(NORTH,SOUTH,EAST,WEST)
I.setDir(pick(NORTH,SOUTH,EAST,WEST))
else
I.icon_state = "light_scorch"
else
@@ -101,7 +101,7 @@
var/obj/structure/window/W
W = new /obj/structure/window( user.loc, 0 )
W.dir = dir_to_set
W.setDir(dir_to_set)
W.ini_dir = W.dir
W.anchored = 0
W.air_update_turf(1)
@@ -203,7 +203,7 @@
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
W.dir = dir_to_set
W.setDir(dir_to_set)
W.ini_dir = W.dir
W.anchored = 0
W.add_fingerprint(user)
@@ -252,16 +252,16 @@
src.use(5)
switch(user.dir)
if(SOUTH)
WD.dir = SOUTH
WD.setDir(SOUTH)
WD.ini_dir = SOUTH
if(EAST)
WD.dir = EAST
WD.setDir(EAST)
WD.ini_dir = EAST
if(WEST)
WD.dir = WEST
WD.setDir(WEST)
WD.ini_dir = WEST
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
WD.dir = NORTH
WD.setDir(NORTH)
WD.ini_dir = NORTH
else
return 1
+1 -1
View File
@@ -130,7 +130,7 @@
return
var/atom/O = new R.result_type( usr.loc )
O.dir = usr.dir
O.setDir(usr.dir)
use(R.req_amount * multiplier)
//is it a stack ?
+2 -2
View File
@@ -32,7 +32,7 @@ RPD
/datum/pipe_info/New(pid,direction,dt)
src.id=pid
src.icon_state=pipeID2State["[pid]"]
src.dir=direction
src.setDir(direction)
src.dirtype=dt
/datum/pipe_info/proc/Render(dispenser,label)
@@ -70,7 +70,7 @@ var/global/list/disposalpipeID2State=list(
/datum/pipe_info/disposal/New(var/pid,var/dt)
src.id=pid
src.icon_state=disposalpipeID2State[pid+1]
src.dir=2
src.setDir(2)
src.dirtype=dt
if(pid<DISP_END_BIN || pid>DISP_END_CHUTE)
icon_state = "con[icon_state]"
@@ -77,22 +77,22 @@ var/global/list/bibleitemstates = list("bible", "koran", "scrapbook", "bible", "
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.dir = 2
T.setDir(2)
if("koran")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.dir = 4
T.setDir(4)
if("scientology")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.dir = 8
T.setDir(8)
if("athiest")
for(var/area/chapel/main/A in world)
for(var/turf/T in A.contents)
if(T.icon_state == "carpetsymbol")
T.dir = 10
T.setDir(10)
/obj/item/weapon/storage/book/bible/Topic(href, href_list)
if(href_list["seticon"] && ticker && !ticker.Bible_icon_state)
+1 -1
View File
@@ -234,7 +234,7 @@
if((wielded) && prob(50))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
user.dir = i
user.setDir(i)
if(i == 8)
user.emote("flip")
sleep(1)
@@ -49,7 +49,7 @@
/obj/structure/chair/narsie_act()
if(prob(20))
var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
W.dir = dir
W.setDir(dir)
qdel(src)
/obj/structure/chair/attackby(obj/item/weapon/W, mob/user, params)
@@ -62,7 +62,7 @@
var/obj/item/assembly/shock_kit/SK = W
var/obj/structure/chair/e_chair/E = new /obj/structure/chair/e_chair(src.loc)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.dir = dir
E.setDir(dir)
E.part = SK
SK.loc = E
SK.master = E
@@ -84,7 +84,7 @@
buckled_mob.buckled = null //Temporary, so Move() succeeds.
if(!direction || !buckled_mob.Move(get_step(src, direction), direction))
buckled_mob.buckled = src
dir = buckled_mob.dir
setDir(buckled_mob.dir)
return 0
buckled_mob.buckled = src //Restoring
handle_layer()
@@ -97,12 +97,12 @@
layer = OBJ_LAYER
/obj/structure/chair/proc/spin()
dir = turn(dir, 90)
setDir(turn(dir, 90))
handle_layer()
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.dir = dir
buckled_mob.setDir(dir)
/obj/structure/chair/verb/rotate()
set name = "Rotate Chair"
@@ -249,7 +249,7 @@
/obj/item/chair/narsie_act()
if(prob(20))
var/obj/item/chair/wood/W = new/obj/item/chair/wood(get_turf(src))
W.dir = dir
W.setDir(dir)
qdel(src)
/obj/item/chair/attack_self(mob/user)
@@ -266,7 +266,7 @@
user.visible_message("<span class='notice'>[user] rights \the [src.name].</span>", "<span class='notice'>You right \the [name].</span>")
var/obj/structure/chair/C = new origin_type(get_turf(loc))
C.dir = dir
C.setDir(dir)
qdel(src)
/obj/item/chair/proc/smash(mob/living/user)
+2 -2
View File
@@ -99,9 +99,9 @@
I = getFlatIcon(A)
else
var/old_dir = A.dir
A.dir = 2
A.setDir(2)
I = getFlatIcon(A)
A.dir = old_dir
A.setDir(old_dir)
return I
/obj/structure/displaycase/update_icon()
@@ -14,7 +14,7 @@
if(istype(W, /obj/item/weapon/wrench))
var/obj/structure/chair/C = new /obj/structure/chair(loc)
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
C.dir = dir
C.setDir(dir)
part.loc = loc
part.master = null
part = null
+1 -1
View File
@@ -11,7 +11,7 @@
/obj/structure/extinguisher_cabinet/New(loc, ndir, building)
..()
if(building)
dir = ndir
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
opened = 1
+1 -1
View File
@@ -180,7 +180,7 @@
WD = new/obj/structure/window/reinforced/fulltile(loc) //reinforced window
else
WD = new/obj/structure/window/fulltile(loc) //normal window
WD.dir = dir_to_set
WD.setDir(dir_to_set)
WD.ini_dir = dir_to_set
WD.anchored = 0
WD.state = 0
@@ -68,7 +68,7 @@
L.add_splatter_floor()
L.adjustBruteLoss(30)
L.buckled = src
L.dir = 2
L.setDir(2)
buckle_mob(L, force=1)
var/matrix/m180 = matrix(L.transform)
m180.Turn(180)
+1 -1
View File
@@ -118,7 +118,7 @@
if (src.anchored)
usr << "<span class='warning'>It is fastened to the floor!</span>"
return 0
src.dir = turn(src.dir, 270)
src.setDir(turn(src.dir, 270))
return 1
@@ -53,7 +53,7 @@
R.transfer_fingerprints_to(T)
T.add_fingerprint(user)
T.loc = src.loc
T.dir = turn(src.dir, -90)
T.setDir(turn(src.dir, -90))
user.visible_message("[user] inserts the [R].", "<span class='notice'>You insert the [R].</span>")
qdel(R)
@@ -114,14 +114,14 @@
icon_state = "closed"
/obj/structure/c_transit_tube/station/tube_turn(var/angle)
src.dir = turn(src.dir, angle)
src.setDir(turn(src.dir, angle))
/obj/structure/c_transit_tube/station/tube_flip()
src.tube_turn(180)
/obj/structure/c_transit_tube/station/buildtube()
var/obj/structure/transit_tube/station/R = new/obj/structure/transit_tube/station(src.loc)
R.dir = src.dir
R.setDir(src.dir)
R.init_dirs()
return R
@@ -131,7 +131,7 @@
/obj/structure/c_transit_tube/station/reverse/buildtube()
var/obj/structure/transit_tube/station/reverse/R = new/obj/structure/transit_tube/station/reverse(src.loc)
R.dir = src.dir
R.setDir(src.dir)
R.init_dirs()
return R
@@ -146,7 +146,7 @@
/obj/structure/c_transit_tube/station/block/buildtube()
var/obj/structure/transit_tube/R = new/obj/structure/transit_tube(src.loc)
R.icon_state = src.icon_state
R.dir = src.dir
R.setDir(src.dir)
R.init_dirs()
return R
@@ -78,7 +78,7 @@
var/exit_delay
if(reverse_launch)
dir = turn(dir, 180) // Back it up
setDir(turn(dir, 180) )// Back it up
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
@@ -105,13 +105,13 @@
break
if(current_tube == null)
dir = next_dir
setDir(next_dir)
Move(get_step(loc, dir), dir) // Allow collisions when leaving the tubes.
break
last_delay = current_tube.enter_delay(src, next_dir)
sleep(last_delay)
dir = next_dir
setDir(next_dir)
loc = next_loc // When moving from one tube to another, skip collision and such.
density = current_tube.density
@@ -200,12 +200,12 @@
station.open_animation()
else if(direction in station.directions())
dir = direction
setDir(direction)
station.launch_pod()
return
for(var/obj/structure/transit_tube/tube in loc)
if(dir in tube.directions())
if(tube.has_exit(direction))
dir = direction
setDir(direction)
return
@@ -16,7 +16,7 @@
icon_state = "l_windoor_assembly01"
anchored = 0
density = 0
dir = NORTH
setDir(NORTH)
var/ini_dir
var/obj/item/weapon/electronics/airlock/electronics = null
@@ -263,7 +263,7 @@
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
windoor.dir = dir
windoor.setDir(dir)
windoor.density = 0
if(electronics.one_access)
@@ -286,7 +286,7 @@
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.dir = dir
windoor.setDir(dir)
windoor.density = 0
windoor.req_access = electronics.accesses
@@ -318,7 +318,7 @@
//if(state != "01")
//update_nearby_tiles(need_rebuild=1) //Compel updates before
dir = turn(dir, 270)
setDir(turn(dir, 270))
//if(state != "01")
//update_nearby_tiles(need_rebuild=1)
+10 -10
View File
@@ -312,7 +312,7 @@
usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
return 0
dir = turn(dir, 90)
setDir(turn(dir, 90))
// updateSilicate()
air_update_turf(1)
ini_dir = dir
@@ -332,7 +332,7 @@
usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
return 0
dir = turn(dir, 270)
setDir(turn(dir, 270))
// updateSilicate()
air_update_turf(1)
ini_dir = dir
@@ -374,7 +374,7 @@
/obj/structure/window/Move()
var/turf/T = loc
..()
dir = ini_dir
setDir(ini_dir)
move_update_air(T)
/obj/structure/window/CanAtmosPass(turf/T)
@@ -446,7 +446,7 @@
/obj/structure/window/fulltile
icon = 'icons/obj/smooth_structures/window.dmi'
icon_state = "window"
dir = 5
setDir(5)
maxhealth = 50
fulltile = 1
smooth = SMOOTH_TRUE
@@ -455,7 +455,7 @@
/obj/structure/window/reinforced/fulltile
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
icon_state = "r_window"
dir = 5
setDir(5)
maxhealth = 100
fulltile = 1
smooth = SMOOTH_TRUE
@@ -465,7 +465,7 @@
/obj/structure/window/reinforced/tinted/fulltile
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
icon_state = "tinted_window"
dir = 5
setDir(5)
fulltile = 1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile/)
@@ -483,7 +483,7 @@
desc = "A reinforced, air-locked pod window."
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
icon_state = "shuttle_window"
dir = 5
setDir(5)
maxhealth = 100
wtype = "shuttle"
fulltile = 1
@@ -512,8 +512,8 @@
if(!fulltile)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
if(direct)
dir = direct
E.dir = direct
setDir(direct)
E.setDir(direct)
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
for(var/obj/item/I in debris)
@@ -538,5 +538,5 @@
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = 1
dir = 5
setDir(5)
maxhealth = 150
+1 -1
View File
@@ -21,7 +21,7 @@
/obj/effect/decal/cleanable/blood/gibs/old/New()
..()
icon_state += "-old"
dir = pick(1,2,4,8)
setDir(pick(1,2,4,8))
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/vomit/old
+1 -1
View File
@@ -132,7 +132,7 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
var/old_dir = dir
var/turf/open/floor/W = ..()
W.icon_regular_floor = old_icon
W.dir = old_dir
W.setDir(old_dir)
W.update_icon()
return W
+1 -1
View File
@@ -175,7 +175,7 @@
if(T.color != color)
T.color = color
if(T.dir != dir)
T.dir = dir
T.setDir(dir)
T.transform = transform
return T
+2 -2
View File
@@ -1,10 +1,10 @@
/turf/open/space/transit
icon_state = "black"
dir = SOUTH
setDir(SOUTH)
baseturf = /turf/open/space/transit
/turf/open/space/transit/horizontal
dir = WEST
setDir(WEST)
/turf/open/space/transit/Entered(atom/movable/AM, atom/OldLoc)
if(!AM)
+1 -1
View File
@@ -290,7 +290,7 @@
I.appearance = AM.appearance
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
I.loc = src
I.dir = AM.dir
I.setDir(AM.dir)
I.alpha = 128
if(!blueprint_data)
+1 -1
View File
@@ -1943,7 +1943,7 @@
else
var/atom/O = new path(target)
if(O)
O.dir = obj_dir
O.setDir(obj_dir)
if(obj_name)
O.name = obj_name
if(istype(O,/mob))
+7 -7
View File
@@ -52,7 +52,7 @@
/obj/screen/buildmode/bdir/update_icon()
dir = bd.build_dir
setDir(bd.build_dir)
return
/obj/screen/buildmode/quit
@@ -273,19 +273,19 @@
switch(build_dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTH
WIN.setDir(NORTH)
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = SOUTH
WIN.setDir(SOUTH)
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = EAST
WIN.setDir(EAST)
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = WEST
WIN.setDir(WEST)
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.dir = NORTHWEST
WIN.setDir(NORTHWEST)
log_admin("Build Mode: [key_name(user)] built a window at ([object.x],[object.y],[object.z])")
if(ADV_BUILDMODE)
if(left_click)
@@ -295,7 +295,7 @@
T.ChangeTurf(objholder)
else
var/obj/A = new objholder (get_turf(object))
A.dir = build_dir
A.setDir(build_dir)
log_admin("Build Mode: [key_name(user)] modified [A]'s ([A.x],[A.y],[A.z]) dir to [build_dir]")
else if(right_click)
if(isobj(object))
+10 -10
View File
@@ -68,7 +68,7 @@
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
setDir(1)
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
@@ -103,23 +103,23 @@
if(dir)
switch(var_value)
if(1)
dir = "NORTH"
setDir("NORTH")
if(2)
dir = "SOUTH"
setDir("SOUTH")
if(4)
dir = "EAST"
setDir("EAST")
if(8)
dir = "WEST"
setDir("WEST")
if(5)
dir = "NORTHEAST"
setDir("NORTHEAST")
if(6)
dir = "SOUTHEAST"
setDir("SOUTHEAST")
if(9)
dir = "NORTHWEST"
setDir("NORTHWEST")
if(10)
dir = "SOUTHWEST"
setDir("SOUTHWEST")
else
dir = null
setDir(null)
if(dir)
usr << "If a direction, direction is: [dir]"
+21 -21
View File
@@ -224,7 +224,7 @@ var/list/VVckey_edit = list("key", "ckey")
else if(isnum(variable))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
setDir(1)
else if(istext(variable))
usr << "Variable appears to be <b>TEXT</b>."
@@ -259,23 +259,23 @@ var/list/VVckey_edit = list("key", "ckey")
if(dir)
switch(variable)
if(1)
dir = "NORTH"
setDir("NORTH")
if(2)
dir = "SOUTH"
setDir("SOUTH")
if(4)
dir = "EAST"
setDir("EAST")
if(8)
dir = "WEST"
setDir("WEST")
if(5)
dir = "NORTHEAST"
setDir("NORTHEAST")
if(6)
dir = "SOUTHEAST"
setDir("SOUTHEAST")
if(9)
dir = "NORTHWEST"
setDir("NORTHWEST")
if(10)
dir = "SOUTHWEST"
setDir("SOUTHWEST")
else
dir = null
setDir(null)
if(dir)
usr << "If a direction, direction is: [dir]"
@@ -452,7 +452,7 @@ var/list/VVckey_edit = list("key", "ckey")
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
class = "num"
dir = 1
setDir(1)
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
@@ -516,7 +516,7 @@ var/list/VVckey_edit = list("key", "ckey")
else if(isnum(var_value))
usr << "Variable appears to be <b>NUM</b>."
default = "num"
dir = 1
setDir(1)
else if(istext(var_value))
usr << "Variable appears to be <b>TEXT</b>."
@@ -551,23 +551,23 @@ var/list/VVckey_edit = list("key", "ckey")
if(dir)
switch(var_value)
if(1)
dir = "NORTH"
setDir("NORTH")
if(2)
dir = "SOUTH"
setDir("SOUTH")
if(4)
dir = "EAST"
setDir("EAST")
if(8)
dir = "WEST"
setDir("WEST")
if(5)
dir = "NORTHEAST"
setDir("NORTHEAST")
if(6)
dir = "SOUTHEAST"
setDir("SOUTHEAST")
if(9)
dir = "NORTHWEST"
setDir("NORTHWEST")
if(10)
dir = "SOUTHWEST"
setDir("SOUTHWEST")
else
dir = null
setDir(null)
if(dir)
usr << "If a direction, direction is: [dir]"
+5 -5
View File
@@ -68,7 +68,7 @@
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.dir = dir
I.setDir(dir)
first = I
step(I, I.dir)
if(first)
@@ -85,14 +85,14 @@
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
dir = t
setDir(t)
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder)
return 0
// dir = holder.dir
// setDir(holder.dir)
qdel(first)
return 1
@@ -143,7 +143,7 @@
if(usr.incapacitated())
return
dir = turn(dir, 90)
setDir(turn(dir, 90))
return
/obj/item/device/assembly/infra/AltClick(mob/user)
@@ -203,7 +203,7 @@
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
I.setDir(dir)
I.previous = src
next = I
step(I, I.dir)
@@ -61,7 +61,7 @@
..()
SSair.hotspots += src
perform_exposure()
dir = pick(cardinal)
setDir(pick(cardinal))
air_update_turf()
@@ -114,7 +114,7 @@
..()
wires = new /datum/wires/airalarm(src)
if(ndir)
dir = ndir
setDir(ndir)
if(nbuild)
buildstage = 0
@@ -212,7 +212,7 @@ Pipelines + Other Objects -> Pipe network
if(can_unwrench)
color = obj_color
pipe_color = obj_color
stored.dir = src.dir //need to define them here, because the obj directions...
stored.setDir(src.dir )//need to define them here, because the obj directions...
stored.pipe_type = pipe_type //... were not set at the time the stored pipe was created
stored.color = obj_color
var/turf/T = loc
@@ -1,6 +1,6 @@
/obj/machinery/atmospherics/components/binary
icon = 'icons/obj/atmospherics/components/binary_devices.dmi'
dir = SOUTH
setDir(SOUTH)
initialize_directions = SOUTH|NORTH
use_power = 1
device_type = BINARY
@@ -39,9 +39,9 @@ It's like a regular ol' straight pipe, but you can turn it on and off.
/obj/machinery/atmospherics/components/binary/valve/proc/normalize_dir()
if(dir==SOUTH)
dir = NORTH
setDir(NORTH)
else if(dir==WEST)
dir = EAST
setDir(EAST)
/obj/machinery/atmospherics/components/binary/valve/attack_ai(mob/user)
return
@@ -1,6 +1,6 @@
/obj/machinery/atmospherics/components/trinary
icon = 'icons/obj/atmospherics/components/trinary_devices.dmi'
dir = SOUTH
setDir(SOUTH)
initialize_directions = SOUTH|NORTH|WEST
use_power = 1
device_type = TRINARY
@@ -5,7 +5,7 @@
name = "oxygen generator"
desc = "Generates oxygen"
dir = SOUTH
setDir(SOUTH)
initialize_directions = SOUTH
var/on = 0
@@ -1,6 +1,6 @@
/obj/machinery/atmospherics/components/unary
icon = 'icons/obj/atmospherics/components/unary_devices.dmi'
dir = SOUTH
setDir(SOUTH)
initialize_directions = SOUTH
device_type = UNARY
@@ -8,7 +8,7 @@
minimum_temperature_difference = 300
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
dir = SOUTH
setDir(SOUTH)
initialize_directions = NORTH
initialize_directions_he = SOUTH
@@ -5,7 +5,7 @@
name = "pipe manifold"
desc = "A manifold composed of regular pipes"
dir = SOUTH
setDir(SOUTH)
initialize_directions_he = EAST|NORTH|WEST
device_type = TRINARY
@@ -4,7 +4,7 @@
name = "pipe"
desc = "A one meter section of heat-exchanging pipe"
dir = SOUTH
setDir(SOUTH)
initialize_directions_he = SOUTH|NORTH
device_type = BINARY
@@ -20,9 +20,9 @@
/obj/machinery/atmospherics/pipe/heat_exchanging/simple/proc/normalize_dir()
if(dir==SOUTH)
dir = NORTH
setDir(NORTH)
else if(dir==WEST)
dir = EAST
setDir(EAST)
/obj/machinery/atmospherics/pipe/heat_exchanging/simple/atmosinit()
normalize_dir()
@@ -8,7 +8,7 @@
name = "pipe manifold"
desc = "A manifold composed of regular pipes"
dir = SOUTH
setDir(SOUTH)
initialize_directions = EAST|NORTH|WEST
device_type = TRINARY
@@ -10,7 +10,7 @@ The regular pipe you see everywhere, including bent ones.
name = "pipe"
desc = "A one meter section of regular pipe"
dir = SOUTH
setDir(SOUTH)
initialize_directions = SOUTH|NORTH
device_type = BINARY
@@ -30,9 +30,9 @@ The regular pipe you see everywhere, including bent ones.
/obj/machinery/atmospherics/pipe/simple/proc/normalize_dir()
if(dir==SOUTH)
dir = NORTH
setDir(NORTH)
else if(dir==WEST)
dir = EAST
setDir(EAST)
/obj/machinery/atmospherics/pipe/simple/update_icon()
normalize_dir()
+3 -3
View File
@@ -145,7 +145,7 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
if(awaygate.calibrated)
AM.forceMove(get_step(awaygate.loc, SOUTH))
AM.dir = SOUTH
AM.setDir(SOUTH)
if (ismob(AM))
var/mob/M = AM
if (M.client)
@@ -155,7 +155,7 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
var/obj/effect/landmark/dest = pick(awaydestinations)
if(dest)
AM.forceMove(get_turf(dest))
AM.dir = SOUTH
AM.setDir(SOUTH)
use_power(5000)
return
@@ -258,7 +258,7 @@ var/obj/machinery/gateway/centerstation/the_gateway = null
AM << "\black The station gate has detected your exile implant and is blocking your entry."
return
AM.forceMove(get_step(stationgate.loc, SOUTH))
AM.dir = SOUTH
AM.setDir(SOUTH)
if (ismob(AM))
var/mob/M = AM
if (M.client)
+1 -1
View File
@@ -368,4 +368,4 @@ var/next_external_rsc = 0
//Hook, override it to run code when dir changes
//Like for /atoms, but clients are their own snowflake FUCK
/client/proc/setDir(newdir)
dir = newdir
setDir(newdir)
+1 -1
View File
@@ -422,7 +422,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
src.setDir(get_dir(src,my_target))
step_towards(src,my_target)
updateimage()
else
+1 -1
View File
@@ -191,7 +191,7 @@
/mob/living/simple_animal/shade/howling_ghost/proc/EtherealMove(direction)
loc = get_step(src, direction)
dir = direction
setDir(direction)
/mob/living/simple_animal/shade/howling_ghost/proc/roam()
if(prob(80))
+1 -1
View File
@@ -84,7 +84,7 @@
var/old_icon1 = T.icon
var/turf/X = new T.type(B)
X.dir = old_dir1
X.setDir(old_dir1)
X.icon = old_icon1
X.icon_state = old_icon_state1
@@ -228,7 +228,7 @@
var/obj/effect/immortality_talisman/Z = new(get_turf(src.loc))
Z.name = "hole in reality"
Z.desc = "It's shaped an awful lot like [user.name]."
Z.dir = user.dir
Z.setDir(user.dir)
user.forceMove(Z)
user.notransform = 1
user.status_flags |= GODMODE
+2 -2
View File
@@ -27,7 +27,7 @@
else
in_use = 1
icon_state = "fitnesslifter2"
user.dir = SOUTH
user.setDir(SOUTH)
user.Stun(4)
user.loc = src.loc
var/bragmessage = pick("pushing it to the limit","going into overdrive","burning with determination","rising up to the challenge", "getting strong now","getting ripped")
@@ -65,7 +65,7 @@
else
in_use = 1
icon_state = "fitnessweight-c"
user.dir = SOUTH
user.setDir(SOUTH)
user.Stun(4)
user.loc = src.loc
var/image/W = image('goon/icons/obj/fitness.dmi',"fitnessweight-w")
+1 -1
View File
@@ -323,7 +323,7 @@
if(i > 2 && prob(33))
// We can't go a full loop though
next_angle = -next_angle
dir = angle2dir(dir2angle(dir) + next_angle)
setDir(angle2dir(dir2angle(dir) )+ next_angle)
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFloor(turf/T)
+3 -3
View File
@@ -173,7 +173,7 @@ var/list/image/ghost_images_simple = list() //this is a list of all ghost images
updatedir = 1
else
updatedir = 0 //stop updating the dir in case we want to show accessories with dirs on a ghost sprite without dirs
dir = 2 //reset the dir to its default so the sprites all properly align up
setDir(2 )//reset the dir to its default so the sprites all properly align up
if(ghost_accs == GHOST_ACCS_FULL && icon_state in ghost_forms_with_accessories_list) //check if this form supports accessories and if the client wants to show them
var/datum/sprite_accessory/S
@@ -271,7 +271,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/Move(NewLoc, direct)
if(updatedir)
dir = direct //only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
setDir(direct )//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
if(NewLoc)
loc = NewLoc
for(var/obj/effect/step_trigger/S in NewLoc)
@@ -401,7 +401,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
orbit(target,orbitsize, FALSE, 20, rot_seg)
/mob/dead/observer/orbit()
dir = 2 //reset dir so the right directional sprites show up
setDir(2 )//reset dir so the right directional sprites show up
..()
//restart our floating animation after orbit is done.
sleep 2 //orbit sets up a 2ds animation when it finishes, so we wait for that to end
@@ -180,7 +180,7 @@ Des: Removes all infected images from the alien.
/mob/living/carbon/alien/proc/alien_evolve(mob/living/carbon/alien/new_xeno)
src << "<span class='noticealien'>You begin to evolve!</span>"
visible_message("<span class='alertalien'>[src] begins to twist and contort!</span>")
new_xeno.dir = dir
new_xeno.setDir(dir)
if(!alien_name_regex.Find(name))
new_xeno.name = name
new_xeno.real_name = real_name
+3 -3
View File
@@ -96,9 +96,9 @@
H = hud_used.inv_slots[slot_r_hand]
H.update_icon()
/*if (!( src.hand ))
src.hands.dir = NORTH
src.hands.setDir(NORTH)
else
src.hands.dir = SOUTH*/
src.hands.setDir(SOUTH)*/
return
/mob/living/carbon/activate_hand(selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
@@ -326,7 +326,7 @@
D = SOUTH
if(WEST)
D = NORTH
dir = D
setDir(D)
spintime -= speed
/mob/living/carbon/resist_buckle()
@@ -276,7 +276,7 @@
if(!animation_length)
return
icon = 'icons/mob/robot_transformations.dmi'
src.dir = SOUTH
src.setDir(SOUTH)
notransform = 1
flick(icon_state, src)
sleep(animation_length+1)
@@ -482,14 +482,14 @@ var/global/mulebot_count = 0
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.dir = newdir
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.dir = newdir
B.setDir(newdir)
bloodiness--
@@ -180,7 +180,7 @@
if(prob(25))
step_rand(item_to_add)
for(var/i in list(1,2,4,8,4,8,4,dir))
dir = i
setDir(i)
sleep(1)
return
@@ -240,7 +240,7 @@
if(prob(25))
step_rand(item_to_add)
for(var/i in list(1,2,4,8,4,8,4,dir))
dir = i
setDir(i)
sleep(1)
return valid
@@ -366,15 +366,15 @@
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
dir = WEST
setDir(WEST)
else if (movement_target.loc.x > src.x)
dir = EAST
setDir(EAST)
else if (movement_target.loc.y < src.y)
dir = SOUTH
setDir(SOUTH)
else if (movement_target.loc.y > src.y)
dir = NORTH
setDir(NORTH)
else
dir = SOUTH
setDir(SOUTH)
if(!Adjacent(movement_target)) //can't reach food through windows.
return
@@ -389,7 +389,7 @@
emote("me", 1, pick("dances around.","chases its tail!"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
setDir(i)
sleep(1)
@@ -508,7 +508,7 @@
emote("me", 1, pick("dances around.","chases her tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
setDir(i)
sleep(1)
/mob/living/simple_animal/pet/dog/pug/Life()
@@ -519,7 +519,7 @@
emote("me", 1, pick("chases its tail."))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
setDir(i)
sleep(1)
/mob/living/simple_animal/pet/dog/attack_hand(mob/living/carbon/human/M)
@@ -64,7 +64,7 @@
contents -= drone
drone.loc = get_turf(src)
drone.reset_perspective()
drone.dir = SOUTH //Looks better
drone.setDir(SOUTH )//Looks better
drone.visible_message("<span class='warning'>[drone] uncurls!</span>")
drone = null
qdel(src)
@@ -24,7 +24,7 @@
user.visible_message("[user] baps [name] on the nose with the rolled up [O].")
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2))
dir = i
setDir(i)
sleep(1)
else
..()
@@ -29,7 +29,7 @@
/mob/living/simple_animal/hostile/illusion/proc/Copy_Parent(mob/living/original, life = 50, health = 100, damage = 0, replicate = 0 )
appearance = original.appearance
parent_mob = original
dir = original.dir
setDir(original.dir)
life_span = world.time+life
melee_damage_lower = damage
melee_damage_upper = damage
@@ -187,7 +187,7 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca
/mob/living/simple_animal/hostile/mimic/copy/Aggro()
..()
googly_eyes.dir = get_dir(src,target)
googly_eyes.setDir(get_dir(src,target))
/mob/living/simple_animal/hostile/mimic/copy/machine
@@ -82,7 +82,7 @@
L.attack_animal(src)
else
if(prob(grasp_pull_chance))
dir = get_dir(src,L) //staaaare
setDir(get_dir(src,L) )//staaaare
step(L,get_dir(L,src)) //reel them in
L.Weaken(3) //you can't get away now~
@@ -61,7 +61,7 @@
. = ..()
if(target && next_cast < world.time)
if((get_dir(src,target) in list(SOUTH,EAST,WEST,NORTH)) && fireball.cast_check(0,src)) //Lined up for fireball
src.dir = get_dir(src,target)
src.setDir(get_dir(src,target))
fireball.choose_targets(src)
next_cast = world.time + 10 //One spell per second
return .
+5 -5
View File
@@ -701,7 +701,7 @@ var/next_mob_id = 0
set hidden = 1
if(!canface())
return 0
dir = EAST
setDir(EAST)
client.move_delay += movement_delay()
return 1
@@ -710,7 +710,7 @@ var/next_mob_id = 0
set hidden = 1
if(!canface())
return 0
dir = WEST
setDir(WEST)
client.move_delay += movement_delay()
return 1
@@ -719,7 +719,7 @@ var/next_mob_id = 0
set hidden = 1
if(!canface())
return 0
dir = NORTH
setDir(NORTH)
client.move_delay += movement_delay()
return 1
@@ -728,7 +728,7 @@ var/next_mob_id = 0
set hidden = 1
if(!canface())
return 0
dir = SOUTH
setDir(SOUTH)
client.move_delay += movement_delay()
return 1
@@ -765,7 +765,7 @@ var/next_mob_id = 0
//override to avoid rotating pixel_xy on mobs
/mob/shuttleRotate(rotation)
dir = angle2dir(rotation+dir2angle(dir))
setDir(angle2dir(rotation)+dir2angle(dir))
//You can buckle on mobs if you're next to them since most are dense
/mob/buckle_mob(mob/living/M, force = 0)
+4 -4
View File
@@ -83,7 +83,7 @@
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.dir = direct
mob.control_object.setDir(direct)
else
mob.control_object.loc = get_step(mob.control_object,direct)
return
@@ -183,7 +183,7 @@
switch(L.incorporeal_move)
if(1)
L.loc = get_step(L, direct)
L.dir = direct
L.setDir(direct)
if(2)
if(prob(50))
var/locx
@@ -223,7 +223,7 @@
spawn(0)
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
L.loc = get_step(L, direct)
L.dir = direct
L.setDir(direct)
if(3) //Incorporeal move, but blocked by holy-watered tiles
var/turf/open/floor/stepTurf = get_step(L, direct)
if(stepTurf.flags & NOJAUNT)
@@ -233,7 +233,7 @@
L.notransform = 0
else
L.loc = get_step(L, direct)
L.dir = direct
L.setDir(direct)
return 1
@@ -65,15 +65,15 @@
preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
mannequin.dir = NORTH
mannequin.setDir(NORTH)
var/icon/stamp = getFlatIcon(mannequin)
preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
mannequin.dir = WEST
mannequin.setDir(WEST)
stamp = getFlatIcon(mannequin)
preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
mannequin.dir = SOUTH
mannequin.setDir(SOUTH)
stamp = getFlatIcon(mannequin)
preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
+1 -1
View File
@@ -15,7 +15,7 @@
icon_state = "shield"
anchored = 1
density = 1
dir = 1
setDir(1)
use_power = 0//Living things generally dont use power
idle_power_usage = 0
active_power_usage = 0

Some files were not shown because too many files have changed in this diff Show More