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:
Mloc-Argent
2014-11-27 21:33:55 +00:00
committed by Mloc
parent a1a66870ca
commit 117ca6a135
143 changed files with 480 additions and 480 deletions

View File

@@ -350,7 +350,5 @@
else
if(dx > 0) direction = EAST
else direction = WEST
dir = direction
if(buckled && buckled.movable)
buckled.dir = direction
buckled.handle_rotation()
if(direction != dir)
facedir(direction)

View File

@@ -7,7 +7,7 @@
using = new /obj/screen()
using.name = "mov_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_alien.dmi'
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_acti

View File

@@ -34,7 +34,7 @@
inv_box.icon_state = slot_data["state"]
if(slot_data["dir"])
inv_box.dir = slot_data["dir"]
inv_box.set_dir(slot_data["dir"])
if(slot_data["toggle"])
src.other += inv_box
@@ -58,7 +58,7 @@
using = new /obj/screen()
using.name = "act_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.icon_state = "intent_"+mymob.a_intent
using.screen_loc = ui_acti
@@ -125,7 +125,7 @@
if(hud_data.has_m_intent)
using = new /obj/screen()
using.name = "mov_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
@@ -160,7 +160,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.dir = WEST
inv_box.set_dir(WEST)
inv_box.icon = ui_style
inv_box.icon_state = "hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
@@ -176,7 +176,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.dir = EAST
inv_box.set_dir(EAST)
inv_box.icon = ui_style
inv_box.icon_state = "hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
@@ -191,7 +191,7 @@
using = new /obj/screen/inventory()
using.name = "hand"
using.dir = SOUTH
using.set_dir(SOUTH)
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
@@ -202,7 +202,7 @@
using = new /obj/screen/inventory()
using.name = "hand"
using.dir = SOUTH
using.set_dir(SOUTH)
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
@@ -358,7 +358,7 @@
if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.dir = 2
mymob.gun_setting_icon.set_dir(2)
mymob.client.screen = null

View File

@@ -8,7 +8,7 @@
using = new /obj/screen()
using.name = "act_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
@@ -67,7 +67,7 @@
using = new /obj/screen()
using.name = "mov_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.icon_state = (mymob.m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
@@ -85,7 +85,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "r_hand"
inv_box.dir = WEST
inv_box.set_dir(WEST)
inv_box.icon = ui_style
inv_box.icon_state = "hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
@@ -98,7 +98,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "l_hand"
inv_box.dir = EAST
inv_box.set_dir(EAST)
inv_box.icon = ui_style
inv_box.icon_state = "hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
@@ -111,7 +111,7 @@
using = new /obj/screen/inventory()
using.name = "hand"
using.dir = SOUTH
using.set_dir(SOUTH)
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
@@ -120,7 +120,7 @@
using = new /obj/screen/inventory()
using.name = "hand"
using.dir = SOUTH
using.set_dir(SOUTH)
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
@@ -129,7 +129,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.dir = NORTH
inv_box.set_dir(NORTH)
inv_box.icon = ui_style
inv_box.icon_state = "equip"
inv_box.screen_loc = ui_monkey_mask
@@ -139,7 +139,7 @@
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.dir = NORTHEAST
inv_box.set_dir(NORTHEAST)
inv_box.icon = ui_style
inv_box.icon_state = "equip"
inv_box.screen_loc = ui_back
@@ -224,19 +224,19 @@
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.dir = 2
mymob.gun_setting_icon.set_dir(2)
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
if (G.target)
mymob.item_use_icon = new /obj/screen/gun/item(null)
if (mymob.client.target_can_click)
mymob.item_use_icon.dir = 1
mymob.item_use_icon.set_dir(1)
src.adding += mymob.item_use_icon
mymob.gun_move_icon = new /obj/screen/gun/move(null)
if (mymob.client.target_can_move)
mymob.gun_move_icon.dir = 1
mymob.gun_move_icon.set_dir(1)
mymob.gun_run_icon = new /obj/screen/gun/run(null)
if (mymob.client.target_can_run)
mymob.gun_run_icon.dir = 1
mymob.gun_run_icon.set_dir(1)
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon

View File

@@ -11,7 +11,7 @@ var/obj/screen/robot_inventory
//Radio
using = new /obj/screen()
using.name = "radio"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "radio"
using.screen_loc = ui_movi
@@ -22,7 +22,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module1"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
@@ -32,7 +32,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module2"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
@@ -42,7 +42,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module3"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
@@ -55,7 +55,7 @@ var/obj/screen/robot_inventory
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.dir = SOUTHWEST
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
@@ -155,19 +155,19 @@ var/obj/screen/robot_inventory
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.dir = 2
mymob.gun_setting_icon.set_dir(2)
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
if (G.target)
mymob.item_use_icon = new /obj/screen/gun/item(null)
if (mymob.client.target_can_click)
mymob.item_use_icon.dir = 1
mymob.item_use_icon.set_dir(1)
src.adding += mymob.item_use_icon
mymob.gun_move_icon = new /obj/screen/gun/move(null)
if (mymob.client.target_can_move)
mymob.gun_move_icon.dir = 1
mymob.gun_move_icon.set_dir(1)
mymob.gun_run_icon = new /obj/screen/gun/run(null)
if (mymob.client.target_can_run)
mymob.gun_run_icon.dir = 1
mymob.gun_run_icon.set_dir(1)
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon

View File

@@ -23,16 +23,16 @@
if(dy || dx)
if(abs(dx) < abs(dy))
if(dy > 0) usr.dir = NORTH
else usr.dir = SOUTH
if(dy > 0) usr.set_dir(NORTH)
else usr.set_dir(SOUTH)
else
if(dx > 0) usr.dir = EAST
else usr.dir = WEST
if(dx > 0) usr.set_dir(EAST)
else usr.set_dir(WEST)
else
if(pixel_y > 16) usr.dir = NORTH
else if(pixel_y < -16) usr.dir = SOUTH
else if(pixel_x > 16) usr.dir = EAST
else if(pixel_x < -16) usr.dir = WEST
if(pixel_y > 16) usr.set_dir(NORTH)
else if(pixel_y < -16) usr.set_dir(SOUTH)
else if(pixel_x > 16) usr.set_dir(EAST)
else if(pixel_x < -16) usr.set_dir(WEST)

View File

@@ -167,7 +167,7 @@ var/const/tk_maxrange = 15
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.dir = pick(cardinal)
O.set_dir(pick(cardinal))
O.icon = 'icons/effects/effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)