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## About The Pull Request [Implements a new cardinal only bitmask smoothing mode](d565564918) The icon cutter supports generating cardinal only dmis, we should support using them. This is fairly trivial, just involves skipping a step to handle diagonals. While I'm here, makes adding new smoothing modes easier by creating a "using smoothing" group define [Removes undef for smoothing junctions](4c0a4d6e34) It is useful to be able to reference these in the general codebase, they should not be considered scoped to just icon smoothing [Fixes a copypasta issue breaking burn states for asteroid snow](a41b31dbe2) [Removes SMOOTH_BROKEN_TURF and SMOOTH_BURNT_TURF](8a9a340728) Bitflags should not be this specific, this should be a var on /turf/open, so that's what I'm making it. ## Why It's Good For The Game Upstreams a bit of wallening work, cleans up the codebase some ## Changelog 🆑 fix: Some varieties of snow now visually melt properly again when burned /🆑
113 lines
4.0 KiB
Plaintext
113 lines
4.0 KiB
Plaintext
/*
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All shuttleRotate procs go here
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If ever any of these procs are useful for non-shuttles, rename it to proc/rotate and move it to be a generic atom proc
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*/
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/************************************Base proc************************************/
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/atom/proc/shuttleRotate(rotation, params=ROTATE_DIR|ROTATE_SMOOTH|ROTATE_OFFSET)
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if(params & ROTATE_DIR)
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//rotate our direction
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setDir(angle2dir(rotation+dir2angle(dir)))
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//resmooth if need be.
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if(params & ROTATE_SMOOTH && smoothing_flags & USES_SMOOTHING)
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QUEUE_SMOOTH(src)
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//rotate the pixel offsets too.
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if((pixel_x || pixel_y) && (params & ROTATE_OFFSET))
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if(rotation < 0)
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rotation += 360
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for(var/turntimes=rotation/90;turntimes>0;turntimes--)
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var/oldPX = pixel_x
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var/oldPY = pixel_y
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pixel_x = oldPY
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pixel_y = (oldPX*(-1))
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/************************************Base /atom/movable proc************************************/
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/atom/movable/shuttleRotate(rotation, params)
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. = ..()
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//rotate the physical bounds and offsets for multitile atoms too. Owerride base "rotate the pixel offsets" for multitile atoms.
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//Owerride non zero bound_x, bound_y, pixel_x, pixel_y to zero.
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//Dont take in account starting bound_x, bound_y, pixel_x, pixel_y.
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//So it can unintentionally shift physical bounds of things that starts with non zero bound_x, bound_y.
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if(((bound_height != world.icon_size) || (bound_width != world.icon_size)) && (bound_x == 0) && (bound_y == 0)) //Dont shift things that have non zero bound_x and bound_y, or it move somewhere. Now it BSA and Gateway.
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pixel_x = dir & (NORTH|EAST) ? -bound_width+world.icon_size : 0
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pixel_y = dir & (NORTH|WEST) ? -bound_width+world.icon_size : 0
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bound_x = pixel_x
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bound_y = pixel_y
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/************************************Turf rotate procs************************************/
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/turf/closed/mineral/shuttleRotate(rotation, params)
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params &= ~ROTATE_OFFSET
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return ..()
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/************************************Mob rotate procs************************************/
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//override to avoid rotating pixel_xy on mobs
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/mob/shuttleRotate(rotation, params)
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params = NONE
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. = ..()
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if(!buckled)
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setDir(angle2dir(rotation+dir2angle(dir)))
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/mob/dead/observer/shuttleRotate(rotation, params)
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. = ..()
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update_appearance()
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/************************************Structure rotate procs************************************/
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//Fixes dpdir on shuttle rotation
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/obj/structure/disposalpipe/shuttleRotate(rotation, params)
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. = ..()
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var/new_dpdir = 0
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for(var/D in GLOB.cardinals)
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if(dpdir & D)
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new_dpdir = new_dpdir | angle2dir(rotation+dir2angle(D))
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dpdir = new_dpdir
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/obj/structure/table/wood/shuttle_bar/shuttleRotate(rotation, params)
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. = ..()
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boot_dir = angle2dir(rotation + dir2angle(boot_dir))
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/obj/structure/alien/weeds/shuttleRotate(rotation, params)
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params &= ~ROTATE_OFFSET
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return ..()
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/************************************Machine rotate procs************************************/
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/obj/machinery/atmospherics/shuttleRotate(rotation, params)
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var/list/real_node_connect = get_node_connects()
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for(var/i in 1 to device_type)
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real_node_connect[i] = angle2dir(rotation+dir2angle(real_node_connect[i]))
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. = ..()
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set_init_directions()
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var/list/supposed_node_connect = get_node_connects()
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var/list/nodes_copy = nodes.Copy()
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for(var/i in 1 to device_type)
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var/new_pos = supposed_node_connect.Find(real_node_connect[i])
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nodes[new_pos] = nodes_copy[i]
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gateway/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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/obj/machinery/door/airlock/shuttleRotate(rotation, params)
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. = ..()
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if(cyclelinkeddir && (params & ROTATE_DIR))
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cyclelinkeddir = angle2dir(rotation+dir2angle(cyclelinkeddir))
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// If we update the linked airlock here, the partner airlock might
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// not be present yet, so don't do that. Just assume we're still
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// partnered with the same airlock as before.
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/obj/machinery/porta_turret/shuttleRotate(rotation, params)
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. = ..()
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if(wall_turret_direction && (params & ROTATE_DIR))
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wall_turret_direction = turn(wall_turret_direction,rotation)
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