Files
Bubberstation/code/modules/recycling/disposal-structures.dm
2015-09-10 20:57:30 +09:00

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// virtual disposal object
// travels through pipes in lieu of actual items
// contents will be items flushed by the disposal
// this allows the gas flushed to be tracked
/obj/structure/disposalholder
invisibility = 101
var/datum/gas_mixture/gas = null // gas used to flush, will appear at exit point
var/active = 0 // true if the holder is moving, otherwise inactive
dir = 0
var/count = 1000 //*** can travel 1000 steps before going inactive (in case of loops)
var/destinationTag = 0 // changes if contains a delivery container
var/tomail = 0 //changes if contains wrapped package
var/hasmob = 0 //If it contains a mob
/obj/structure/disposalholder/Destroy()
qdel(gas)
active = 0
return ..()
// initialize a holder from the contents of a disposal unit
/obj/structure/disposalholder/proc/init(obj/machinery/disposal/D)
gas = D.air_contents// transfer gas resv. into holder object
//Check for any living mobs trigger hasmob.
//hasmob effects whether the package goes to cargo or its tagged destination.
for(var/mob/living/M in D)
if(M && M.stat != DEAD)
if(M.client)
M.client.eye = src
hasmob = 1
//Checks 1 contents level deep. This means that players can be sent through disposals...
//...but it should require a second person to open the package. (i.e. person inside a wrapped locker)
for(var/obj/O in D)
if(O.contents)
for(var/mob/living/M in O.contents)
if(M && M.stat != DEAD)
if(M.client)
M.client.eye = src
hasmob = 1
// now everything inside the disposal gets put into the holder
// note AM since can contain mobs or objs
for(var/atom/movable/AM in D)
AM.loc = src
if(istype(AM, /obj/structure/bigDelivery) && !hasmob)
var/obj/structure/bigDelivery/T = AM
src.destinationTag = T.sortTag
if(istype(AM, /obj/item/smallDelivery) && !hasmob)
var/obj/item/smallDelivery/T = AM
src.destinationTag = T.sortTag
// start the movement process
// argument is the disposal unit the holder started in
/obj/structure/disposalholder/proc/start(obj/machinery/disposal/D)
if(!D.trunk)
D.expel(src) // no trunk connected, so expel immediately
return
loc = D.trunk
active = 1
dir = DOWN
spawn(1)
move() // spawn off the movement process
return
// movement process, persists while holder is moving through pipes
/obj/structure/disposalholder/proc/move()
var/obj/structure/disposalpipe/last
while(active)
var/obj/structure/disposalpipe/curr = loc
last = curr
curr = curr.transfer(src)
if(!curr && active)
last.expel(src, loc, dir)
sleep(1)
if(!(count--))
active = 0
return
// find the turf which should contain the next pipe
/obj/structure/disposalholder/proc/nextloc()
return get_step(loc,dir)
// find a matching pipe on a turf
/obj/structure/disposalholder/proc/findpipe(turf/T)
if(!T)
return null
var/fdir = turn(dir, 180) // flip the movement direction
for(var/obj/structure/disposalpipe/P in T)
if(fdir & P.dpdir) // find pipe direction mask that matches flipped dir
return P
// if no matching pipe, return null
return null
// merge two holder objects
// used when a a holder meets a stuck holder
/obj/structure/disposalholder/proc/merge(obj/structure/disposalholder/other)
for(var/atom/movable/AM in other)
AM.loc = src // move everything in other holder to this one
if(ismob(AM))
var/mob/M = AM
if(M.client) // if a client mob, update eye to follow this holder
M.client.eye = src
qdel(other)
// called when player tries to move while in a pipe
/obj/structure/disposalholder/relaymove(mob/user)
if (user.stat)
return
if (src.loc)
for (var/mob/M in get_hearers_in_view(src.loc.loc))
M.show_message("<FONT size=[max(0, 5 - get_dist(src, M))]>CLONG, clong!</FONT>", 2)
playsound(src.loc, 'sound/effects/clang.ogg', 50, 0, 0)
// called to vent all gas in holder to a location
/obj/structure/disposalholder/proc/vent_gas(turf/T)
T.assume_air(gas)
T.air_update_turf()
/obj/structure/disposalholder/allow_drop()
return 1
// Disposal pipes
/obj/structure/disposalpipe
icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
name = "disposal pipe"
desc = "An underfloor disposal pipe."
anchored = 1
density = 0
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
layer = 2.3 // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/obj/structure/disposalconstruct/stored
// new pipe, set the icon_state as on map
/obj/structure/disposalpipe/New(loc,var/obj/structure/disposalconstruct/make_from)
..()
if(make_from && !make_from.gc_destroyed)
base_icon_state = make_from.base_state
dir = make_from.dir
dpdir = make_from.dpdir
make_from.loc = src
stored = make_from
else
base_icon_state = icon_state
stored = new /obj/structure/disposalconstruct(src,direction=dir)
switch(base_icon_state)
if("pipe-s")
stored.ptype = DISP_PIPE_STRAIGHT
if("pipe-c")
stored.ptype = DISP_PIPE_BENT
if("pipe-j1")
stored.ptype = DISP_JUNCTION
if("pipe-j2")
stored.ptype = DISP_JUNCTION_FLIP
if("pipe-y")
stored.ptype = DISP_YJUNCTION
if("pipe-t")
stored.ptype = DISP_END_TRUNK
if("pipe-j1s")
stored.ptype = DISP_SORTJUNCTION
if("pipe-j2s")
stored.ptype = DISP_SORTJUNCTION_FLIP
return
// pipe is deleted
// ensure if holder is present, it is expelled
/obj/structure/disposalpipe/Destroy()
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// deleting pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(0)
qdel(H)
return ..()
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
return ..()
// returns the direction of the next pipe object, given the entrance dir
// by default, returns the bitmask of remaining directions
/obj/structure/disposalpipe/proc/nextdir(fromdir)
return dpdir & (~turn(fromdir, 180))
// transfer the holder through this pipe segment
// overriden for special behaviour
//
/obj/structure/disposalpipe/proc/transfer(obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
// update the icon_state to reflect hidden status
/obj/structure/disposalpipe/proc/update()
var/turf/T = src.loc
hide(T.intact && !istype(T,/turf/space)) // space never hides pipes
// hide called by levelupdate if turf intact status changes
// change visibility status and force update of icon
/obj/structure/disposalpipe/hide(var/intact)
invisibility = intact ? 101: 0 // hide if floor is intact
updateicon()
// update actual icon_state depending on visibility
// if invisible, append "f" to icon_state to show faded version
// this will be revealed if a T-scanner is used
// if visible, use regular icon_state
/obj/structure/disposalpipe/proc/updateicon()
if(invisibility)
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state
return
// expel the held objects into a turf
// called when there is a break in the pipe
//
/obj/structure/disposalpipe/proc/expel(obj/structure/disposalholder/H, turf/T, direction)
var/turf/target
if(istype(T, /turf/simulated/floor)) //intact floor, pop the tile
var/turf/simulated/floor/myturf = T
if(myturf.builtin_tile)
myturf.builtin_tile.loc = T
myturf.builtin_tile = null
myturf.make_plating()
if(direction) // direction is specified
if(istype(T, /turf/space)) // if ended in space, then range is unlimited
target = get_edge_target_turf(T, direction)
else // otherwise limit to 10 tiles
target = get_ranged_target_turf(T, direction, 10)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(direction)
spawn(1)
if(AM)
AM.throw_at(target, 10, 1)
else // no specified direction, so throw in random direction
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
if(H)
for(var/atom/movable/AM in H)
target = get_offset_target_turf(T, rand(5)-rand(5), rand(5)-rand(5))
AM.loc = T
AM.pipe_eject(0)
spawn(1)
if(AM)
AM.throw_at(target, 5, 1)
H.vent_gas(T)
qdel(H)
return
// call to break the pipe
// will expel any holder inside at the time
// then delete the pipe
// remains : set to leave broken pipe pieces in place
/obj/structure/disposalpipe/proc/broken(remains = 0)
if(remains)
for(var/D in cardinal)
if(D & dpdir)
var/obj/structure/disposalpipe/broken/P = new(src.loc)
P.dir = D
src.invisibility = 101 // make invisible (since we won't delete the pipe immediately)
var/obj/structure/disposalholder/H = locate() in src
if(H)
// holder was present
H.active = 0
var/turf/T = src.loc
if(T.density)
// broken pipe is inside a dense turf (wall)
// this is unlikely, but just dump out everything into the turf in case
for(var/atom/movable/AM in H)
AM.loc = T
AM.pipe_eject(0)
qdel(H)
return
// otherwise, do normal expel from turf
if(H)
expel(H, T, 0)
spawn(2) // delete pipe after 2 ticks to ensure expel proc finished
qdel(src)
// pipe affected by explosion
/obj/structure/disposalpipe/ex_act(severity, target)
//pass on ex_act to our contents before calling it on ourself
var/obj/structure/disposalholder/H = locate() in src
if(H)
H.contents_explosion(severity, target)
switch(severity)
if(1)
broken(0)
return
if(2)
health -= rand(5,15)
healthcheck()
return
if(3)
health -= rand(0,15)
healthcheck()
return
// test health for brokenness
/obj/structure/disposalpipe/proc/healthcheck()
if(health < -2)
broken(0)
else if(health<1)
broken(1)
return
//attack by item
//weldingtool: unfasten and convert to obj/disposalconstruct
/obj/structure/disposalpipe/attackby(obj/item/I, mob/user, params)
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "<span class='notice'>You start slicing the disposal pipe...</span>"
// check if anything changed over 2 seconds
if(do_after(user,30, target = src))
if(!src || !W.isOn()) return
Deconstruct()
user << "<span class='notice'>You slice the disposal pipe.</span>"
else
return
// called when pipe is cut with welder
/obj/structure/disposalpipe/Deconstruct()
if(stored)
var/turf/T = loc
stored.loc = T
transfer_fingerprints_to(stored)
stored.dir = dir
stored.density = 0
stored.anchored = 1
stored.update()
..()
/obj/structure/disposalpipe/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
Deconstruct()
// *** TEST verb
//client/verb/dispstop()
// for(var/obj/structure/disposalholder/H in world)
// H.active = 0
// a straight or bent segment
/obj/structure/disposalpipe/segment
icon_state = "pipe-s"
/obj/structure/disposalpipe/segment/New()
..()
if(stored.ptype == DISP_PIPE_STRAIGHT)
dpdir = dir | turn(dir, 180)
else
dpdir = dir | turn(dir, -90)
update()
return
//a three-way junction with dir being the dominant direction
/obj/structure/disposalpipe/junction
icon_state = "pipe-j1"
/obj/structure/disposalpipe/junction/New()
..()
switch(stored.ptype)
if(DISP_JUNCTION)
dpdir = dir | turn(dir, -90) | turn(dir,180)
if(DISP_JUNCTION_FLIP)
dpdir = dir | turn(dir, 90) | turn(dir,180)
if(DISP_YJUNCTION)
dpdir = dir | turn(dir,90) | turn(dir, -90)
update()
return
// next direction to move
// if coming in from secondary dirs, then next is primary dir
// if coming in from primary dir, then next is equal chance of other dirs
/obj/structure/disposalpipe/junction/nextdir(fromdir)
var/flipdir = turn(fromdir, 180)
if(flipdir != dir) // came from secondary dir
return dir // so exit through primary
else // came from primary
// so need to choose either secondary exit
var/mask = ..(fromdir)
// find a bit which is set
var/setbit = 0
if(mask & NORTH)
setbit = NORTH
else if(mask & SOUTH)
setbit = SOUTH
else if(mask & EAST)
setbit = EAST
else
setbit = WEST
if(prob(50)) // 50% chance to choose the found bit or the other one
return setbit
else
return mask & (~setbit)
//a three-way junction that sorts objects
/obj/structure/disposalpipe/sortjunction
icon_state = "pipe-j1s"
var/sortType = 0 //Look at the list called TAGGERLOCATIONS in setup.dm
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/sortjunction/proc/updatedesc()
desc = "An underfloor disposal pipe with a package sorting mechanism."
if(sortType>0)
var/tag = uppertext(TAGGERLOCATIONS[sortType])
desc += "\nIt's tagged with [tag]"
/obj/structure/disposalpipe/sortjunction/proc/updatedir()
posdir = dir
negdir = turn(posdir, 180)
if(stored.ptype == DISP_SORTJUNCTION)
sortdir = turn(posdir, -90)
else
icon_state = "pipe-j2s"
sortdir = turn(posdir, 90)
dpdir = sortdir | posdir | negdir
/obj/structure/disposalpipe/sortjunction/New()
..()
updatedir()
updatedesc()
update()
return
/obj/structure/disposalpipe/sortjunction/attackby(obj/item/I, mob/user, params)
if(..())
return
if(istype(I, /obj/item/device/destTagger))
var/obj/item/device/destTagger/O = I
if(O.currTag > 0)// Tag set
sortType = O.currTag
playsound(src.loc, 'sound/machines/twobeep.ogg', 100, 1)
var/tag = uppertext(TAGGERLOCATIONS[O.currTag])
user << "<span class='warning'>Changed filter to [tag].</span>"
updatedesc()
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/sortjunction/nextdir(fromdir, sortTag)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(src.sortType == sortTag) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/sortjunction/transfer(obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.destinationTag)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
//a three-way junction that sorts objects destined for the mail office mail table (tomail = 1)
/obj/structure/disposalpipe/wrapsortjunction
desc = "An underfloor disposal pipe which sorts wrapped and unwrapped objects."
icon_state = "pipe-j1s"
var/posdir = 0
var/negdir = 0
var/sortdir = 0
/obj/structure/disposalpipe/wrapsortjunction/New()
..()
posdir = dir
if(stored.ptype == DISP_SORTJUNCTION)
sortdir = turn(posdir, -90)
negdir = turn(posdir, 180)
else
icon_state = "pipe-j2s"
sortdir = turn(posdir, 90)
negdir = turn(posdir, 180)
dpdir = sortdir | posdir | negdir
update()
return
// next direction to move
// if coming in from negdir, then next is primary dir or sortdir
// if coming in from posdir, then flip around and go back to posdir
// if coming in from sortdir, go to posdir
/obj/structure/disposalpipe/wrapsortjunction/nextdir(fromdir, istomail)
//var/flipdir = turn(fromdir, 180)
if(fromdir != sortdir) // probably came from the negdir
if(istomail) //if destination matches filtered type...
return sortdir // exit through sortdirection
else
return posdir
else // came from sortdir
// so go with the flow to positive direction
return posdir
/obj/structure/disposalpipe/wrapsortjunction/transfer(obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir, H.tomail)
H.dir = nextdir
var/turf/T = H.nextloc()
var/obj/structure/disposalpipe/P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.loc = P
else // if wasn't a pipe, then set loc to turf
H.loc = T
return null
return P
//a trunk joining to a disposal bin or outlet on the same turf
/obj/structure/disposalpipe/trunk
icon_state = "pipe-t"
var/obj/linked // the linked obj/machinery/disposal or obj/disposaloutlet
/obj/structure/disposalpipe/trunk/New()
..()
dpdir = dir
spawn(1)
getlinked()
update()
return
/obj/structure/disposalpipe/trunk/Destroy()
if(linked)
if(istype(linked, /obj/structure/disposaloutlet))
var/obj/structure/disposaloutlet/D = linked
D.trunk = null
else if(istype(linked, /obj/machinery/disposal))
var/obj/machinery/disposal/D = linked
D.trunk = null
return ..()
/obj/structure/disposalpipe/trunk/proc/getlinked()
linked = null
var/obj/machinery/disposal/D = locate() in src.loc
if(D)
linked = D
if (!D.trunk)
D.trunk = src
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O)
linked = O
update()
return
// Override attackby so we disallow trunkremoval when somethings ontop
/obj/structure/disposalpipe/trunk/attackby(obj/item/I, mob/user, params)
//Disposal bins or chutes
/*
These shouldn't be required
var/obj/machinery/disposal/D = locate() in src.loc
if(D && D.anchored)
return
//Disposal outlet
var/obj/structure/disposaloutlet/O = locate() in src.loc
if(O && O.anchored)
return
*/
//Disposal constructors
var/obj/structure/disposalconstruct/C = locate() in src.loc
if(C && C.anchored)
return
var/turf/T = src.loc
if(T.intact)
return // prevent interaction with T-scanner revealed pipes
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = I
if(linked)
user << "<span class='warning'>You need to deconstruct disposal machinery above this pipe!</span>"
return
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "<span class='notice'>You start slicing the disposal pipe...</span>"
if(do_after(user,30, target = src))
if(!src || !W.isOn()) return
Deconstruct()
user << "<span class='notice'>You slice the disposal pipe.</span>"
else
return
// would transfer to next pipe segment, but we are in a trunk
// if not entering from disposal bin,
// transfer to linked object (outlet or bin)
/obj/structure/disposalpipe/trunk/transfer(obj/structure/disposalholder/H)
if(H.dir == DOWN) // we just entered from a disposer
return ..() // so do base transfer proc
// otherwise, go to the linked object
if(linked)
var/obj/structure/disposaloutlet/O = linked
if(istype(O) && (H))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
if(H)
D.expel(H) // expel at disposal
else
if(H)
src.expel(H, src.loc, 0) // expel at turf
return null
// nextdir
/obj/structure/disposalpipe/trunk/nextdir(fromdir)
if(fromdir == DOWN)
return dir
else
return 0
// a broken pipe
/obj/structure/disposalpipe/broken
icon_state = "pipe-b"
dpdir = 0 // broken pipes have dpdir=0 so they're not found as 'real' pipes
// i.e. will be treated as an empty turf
desc = "A broken piece of disposal pipe."
/obj/structure/disposalpipe/broken/New()
..()
update()
return
// the disposal outlet machine
/obj/structure/disposalpipe/broken/Deconstruct()
qdel(src)
/obj/structure/disposaloutlet
name = "disposal outlet"
desc = "An outlet for the pneumatic disposal system."
icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
icon_state = "outlet"
density = 1
anchored = 1
var/active = 0
var/turf/target // this will be where the output objects are 'thrown' to.
var/obj/structure/disposalpipe/trunk/trunk = null // the attached pipe trunk
var/obj/structure/disposalconstruct/stored
var/mode = 0
var/start_eject = 0
var/eject_range = 2
/obj/structure/disposaloutlet/New(loc, var/obj/structure/disposalconstruct/make_from)
..()
if(make_from)
dir = make_from.dir
make_from.loc = src
stored = make_from
else
stored = new (src, DISP_END_OUTLET,dir)
spawn(1)
target = get_ranged_target_turf(src, dir, 10)
trunk = locate() in src.loc
if(trunk)
trunk.linked = src // link the pipe trunk to self
/obj/structure/disposaloutlet/Destroy()
if(trunk)
trunk.linked = null
return ..()
// expel the contents of the holder object, then delete it
// called when the holder exits the outlet
/obj/structure/disposaloutlet/proc/expel(obj/structure/disposalholder/H)
flick("outlet-open", src)
if((start_eject + 30) < world.time)
start_eject = world.time
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, 0, 0)
sleep(20)
playsound(src, 'sound/machines/hiss.ogg', 50, 0, 0)
else
sleep(20)
if(H)
for(var/atom/movable/AM in H)
AM.loc = src.loc
AM.pipe_eject(dir)
spawn(5)
if(AM)
AM.throw_at(target, eject_range, 1)
H.vent_gas(src.loc)
qdel(H)
return
/obj/structure/disposaloutlet/attackby(obj/item/I, mob/user, params)
if(!I || !user)
return
src.add_fingerprint(user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode==0)
mode=1
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You remove the screws around the power connection.</span>"
return
else if(mode==1)
mode=0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You attach the screws around the power connection.</span>"
return
else if(istype(I,/obj/item/weapon/weldingtool) && mode==1)
var/obj/item/weapon/weldingtool/W = I
if(W.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "<span class='notice'>You start slicing the floorweld off \the [src]...</span>"
if(do_after(user,20, target = src))
if(!src || !W.isOn()) return
user << "<span class='notice'>You slice the floorweld off \the [src].</span>"
stored.loc = loc
src.transfer_fingerprints_to(stored)
stored.update()
stored.anchored = 0
stored.density = 1
qdel(src)
return
else
return
// called when movable is expelled from a disposal pipe or outlet
// by default does nothing, override for special behaviour
/atom/movable/proc/pipe_eject(direction)
return
// check if mob has client, if so restore client view on eject
/mob/pipe_eject(var/direction)
if (src.client)
src.client.perspective = MOB_PERSPECTIVE
src.client.eye = src
return
/obj/effect/decal/cleanable/blood/gibs/pipe_eject(direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)
/obj/effect/decal/cleanable/robot_debris/gib/pipe_eject(direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
else
dirs = alldirs.Copy()
src.streak(dirs)