mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-07-20 20:54:35 +01:00
refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the way for directional lights. Replaced handle_rotation() on buckly things with this. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
This commit is contained in:
@@ -368,7 +368,7 @@
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var/predir = M.dir
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step(M, throw_dir)
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M.dir = predir
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M.set_dir(predir)
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//gives turf a different description, to try and trick players
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/obj/effect/step_trigger/trap/fake
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@@ -62,7 +62,7 @@
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continue moving
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var/turf/X = new T.type(B)
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X.dir = old_dir1
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X.set_dir(old_dir1)
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X.icon_state = old_icon_state1
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X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
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@@ -39,7 +39,7 @@
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// offset 24 pixels in direction of dir
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// this allows the APC to be embedded in a wall, yet still inside an area
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if (building)
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dir = ndir
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set_dir(ndir)
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else
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has_electronics = 3
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opened = 0
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@@ -39,7 +39,7 @@
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// offset 24 pixels in direction of dir
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// this allows the APC to be embedded in a wall, yet still inside an area
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if (building)
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dir = ndir
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set_dir(ndir)
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else
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has_electronics = 3
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opened = 0
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@@ -294,7 +294,7 @@
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if (usr.stat || usr.restrained() || anchored)
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return
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src.dir = turn(src.dir, 90)
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src.set_dir(turn(src.dir, 90))
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/obj/machinery/power/rust_fuel_injector/verb/rotate_anticlock()
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set category = "Object"
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@@ -304,4 +304,4 @@
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if (usr.stat || usr.restrained() || anchored)
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return
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src.dir = turn(src.dir, -90)
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src.set_dir(turn(src.dir, -90))
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@@ -95,7 +95,7 @@
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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A.dir = src.dir
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A.set_dir(src.dir)
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if(src.dir == 1)//Up
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A.yo = 20
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A.xo = 0
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@@ -125,7 +125,7 @@
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()*/
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A.dir = src.dir
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A.set_dir(src.dir)
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if(src.dir == 1)//Up
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A.yo = 20
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A.xo = 0
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@@ -26,7 +26,7 @@
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if(!dir)
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RadiateParticleRand(energy, ionizing)
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var/obj/effect/accelerated_particle/particle = new
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particle.dir = dir
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particle.set_dir(dir)
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particle.ionizing = ionizing
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if(energy)
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particle.energy = energy
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@@ -22,7 +22,7 @@
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if(!first)
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src.first = new /obj/beam/e_beam(src.loc)
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src.first.master = src
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src.first.dir = src.dir
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src.first.set_dir(src.dir)
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src.first.power = src.power
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src.first.freq = src.freq
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src.first.phase = src.phase
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@@ -61,7 +61,7 @@
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if(!next)
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if(get_step(src.loc,src.dir))
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var/obj/beam/e_beam/e = new /obj/beam/e_beam(src.loc)
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e.dir = src.dir
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e.set_dir(src.dir)
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src.next = e
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e.master = src.master
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e.power = src.power
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@@ -34,7 +34,7 @@
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.dir = turn(src.dir, 90)
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src.set_dir(turn(src.dir, 90))
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return 1
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/obj/machinery/zero_point_emitter/New()
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@@ -98,7 +98,7 @@
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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A.dir = src.dir
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A.set_dir(src.dir)
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switch(dir)
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if(NORTH)
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A.yo = 20
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@@ -13,7 +13,7 @@
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/obj/item/projectile/missile/process(var/turf/newtarget)
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target = newtarget
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dir = get_dir(src.loc, target)
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set_dir(get_dir(src.loc, target))
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walk_towards(src, target, MISSILE_SPEED)
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/obj/item/projectile/missile/Bump(atom/A)
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@@ -164,7 +164,7 @@
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/obj/machinery/meteor_battery/proc/target()
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while(src && enabled && !stat)
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src.dir = get_dir(src, cur_target)
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src.set_dir(get_dir(src, cur_target))
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shootAt(cur_target)
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sleep(shot_delay)
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return
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@@ -56,7 +56,7 @@
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continue
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turfs += thisturf
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var/turf/target_turf = pick(turfs)
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src.dir = get_dir(src, target_turf)
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src.set_dir(get_dir(src, target_turf))
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src.loc = target_turf
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hibernate = 1
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@@ -193,7 +193,7 @@
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if(!next_turf.CanPass(src, next_turf))
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break
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src.loc = next_turf
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src.dir = get_dir(src, target_mob)
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src.set_dir(get_dir(src, target_mob))
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next_turf = get_step(src, get_dir(next_turf,target_mob))
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num_turfs--
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@@ -233,7 +233,7 @@
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if(!next_turf.CanPass(src, next_turf))
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break
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src.loc = next_turf
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src.dir = get_dir(src, target_mob)
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src.set_dir(get_dir(src, target_mob))
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next_turf = get_step(src, get_dir(next_turf,target_turf))
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num_turfs--
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else if(G)
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@@ -89,7 +89,7 @@
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anchored = 1
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New(var/turf/nloc, var/ndir, var/temp)
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dir = ndir
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set_dir(ndir)
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..(nloc)
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if(nloc)
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@@ -46,7 +46,7 @@
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using = new /obj/screen( src )
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using.name = "act_intent"
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using.dir = SOUTHWEST
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using.set_dir(SOUTHWEST)
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using.icon = ui_style
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using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
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using.screen_loc = ui_acti
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@@ -105,7 +105,7 @@
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using = new /obj/screen( src )
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using.name = "mov_intent"
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using.dir = SOUTHWEST
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using.set_dir(SOUTHWEST)
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using.icon = ui_style
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using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
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using.screen_loc = ui_movi
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@@ -123,7 +123,7 @@
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using = new /obj/screen( src )
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using.name = "r_hand"
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using.dir = WEST
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using.set_dir(WEST)
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using.icon = ui_style
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using.icon_state = "hand_inactive"
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if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
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@@ -135,7 +135,7 @@
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using = new /obj/screen( src )
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using.name = "l_hand"
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using.dir = EAST
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using.set_dir(EAST)
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using.icon = ui_style
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using.icon_state = "hand_inactive"
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if(mymob && mymob.hand) //This being 1 means the left hand is in use
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@@ -147,7 +147,7 @@
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using = new /obj/screen( src )
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using.name = "hand"
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using.dir = SOUTH
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using.set_dir(SOUTH)
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using.icon = ui_style
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using.icon_state = "hand1"
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using.screen_loc = ui_swaphand1
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@@ -156,7 +156,7 @@
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using = new /obj/screen( src )
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using.name = "hand"
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using.dir = SOUTH
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using.set_dir(SOUTH)
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using.icon = ui_style
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using.icon_state = "hand2"
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using.screen_loc = ui_swaphand2
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@@ -165,7 +165,7 @@
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using = new /obj/screen( src )
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using.name = "mask"
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using.dir = NORTH
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using.set_dir(NORTH)
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using.icon = ui_style
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using.icon_state = "equip"
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using.screen_loc = ui_monkey_mask
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@@ -174,7 +174,7 @@
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using = new /obj/screen( src )
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using.name = "back"
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using.dir = NORTHEAST
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using.set_dir(NORTHEAST)
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using.icon = ui_style
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using.icon_state = "equip"
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using.screen_loc = ui_back
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@@ -291,19 +291,19 @@
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mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
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if (mymob.client)
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if (mymob.client.gun_mode) // If in aim mode, correct the sprite
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mymob.gun_setting_icon.dir = 2
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mymob.gun_setting_icon.set_dir(2)
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for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
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if (G.target)
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mymob.item_use_icon = new /obj/screen/gun/item(null)
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if (mymob.client.target_can_click)
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mymob.item_use_icon.dir = 1
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mymob.item_use_icon.set_dir(1)
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src.adding += mymob.item_use_icon
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mymob.gun_move_icon = new /obj/screen/gun/move(null)
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if (mymob.client.target_can_move)
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mymob.gun_move_icon.dir = 1
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mymob.gun_move_icon.set_dir(1)
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mymob.gun_run_icon = new /obj/screen/gun/run(null)
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if (mymob.client.target_can_run)
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mymob.gun_run_icon.dir = 1
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mymob.gun_run_icon.set_dir(1)
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src.adding += mymob.gun_run_icon
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src.adding += mymob.gun_move_icon
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@@ -63,15 +63,15 @@
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if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
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if (movement_target.loc.x < src.x)
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dir = WEST
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set_dir(WEST)
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else if (movement_target.loc.x > src.x)
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dir = EAST
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set_dir(EAST)
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else if (movement_target.loc.y < src.y)
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dir = SOUTH
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set_dir(SOUTH)
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else if (movement_target.loc.y > src.y)
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dir = NORTH
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set_dir(NORTH)
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else
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dir = SOUTH
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set_dir(SOUTH)
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if(isturf(movement_target.loc))
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movement_target.attack_animal(src)
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@@ -25,7 +25,7 @@
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del(src)
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return
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dir = get_dir(T, loc)
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set_dir(get_dir(T, loc))
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/obj/machinery/constructable_frame/wallmount_frame/attackby(obj/item/P as obj, mob/user as mob)
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if(P.crit_fail)
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@@ -109,7 +109,7 @@
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if(component_check)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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var/obj/machinery/new_machine = new src.circuit.build_path(src.loc)
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new_machine.dir = dir
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new_machine.set_dir(dir)
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if(istype(circuit, /obj/item/weapon/circuitboard/status_display))
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new_machine.pixel_x = pixel_x * 1.33
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new_machine.pixel_y = pixel_y * 1.33
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@@ -48,15 +48,15 @@
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Click()
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switch(dir)
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if(NORTH)
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dir = EAST
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set_dir(EAST)
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if(EAST)
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dir = SOUTH
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set_dir(SOUTH)
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if(SOUTH)
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dir = WEST
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set_dir(WEST)
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if(WEST)
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dir = NORTHWEST
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set_dir(NORTHWEST)
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if(NORTHWEST)
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dir = NORTH
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set_dir(NORTH)
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return 1
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/obj/effect/bmode/buildhelp
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@@ -219,19 +219,19 @@
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switch(holder.builddir.dir)
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if(NORTH)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = NORTH
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WIN.set_dir(NORTH)
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if(SOUTH)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = SOUTH
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WIN.set_dir(SOUTH)
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if(EAST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = EAST
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WIN.set_dir(EAST)
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if(WEST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = WEST
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WIN.set_dir(WEST)
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if(NORTHWEST)
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var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
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WIN.dir = NORTHWEST
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WIN.set_dir(NORTHWEST)
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if(2)
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if(pa.Find("left"))
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if(ispath(holder.buildmode.objholder,/turf))
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@@ -239,7 +239,7 @@
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T.ChangeTurf(holder.buildmode.objholder)
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else
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var/obj/A = new holder.buildmode.objholder (get_turf(object))
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A.dir = holder.builddir.dir
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A.set_dir(holder.builddir.dir)
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else if(pa.Find("right"))
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if(isobj(object)) del(object)
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