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Enhance orbiting animations to actually support circles.
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@@ -3,18 +3,27 @@
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Turn(.) //BYOND handles cases such as -270, 360, 540 etc. DOES NOT HANDLE 180 TURNS WELL, THEY TWEEN AND LOOK LIKE SHIT
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/atom/proc/SpinAnimation(speed = 10, loops = -1)
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var/matrix/m120 = matrix(transform)
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m120.Turn(120)
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var/matrix/m240 = matrix(transform)
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m240.Turn(240)
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var/matrix/m360 = matrix(transform)
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speed /= 3 //Gives us 3 equal time segments for our three turns.
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//Why not one turn? Because byond will see that the start and finish are the same place and do nothing
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//Why not two turns? Because byond will do a flip instead of a turn
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animate(src, transform = m120, time = speed, loops)
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animate(transform = m240, time = speed)
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animate(transform = m360, time = speed)
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/atom/proc/SpinAnimation(speed = 10, loops = -1, clockwise = 1, segments = 3)
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if(!segments)
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return
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var/segment = 360/segments
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if(!clockwise)
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segment = -segment
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var/list/matrices = list()
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for(var/i in 1 to segments-1)
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var/matrix/M = matrix(transform)
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M.Turn(segment*i)
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matrices += M
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var/matrix/last = matrix(transform)
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matrices += last
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speed /= segments
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animate(src, transform = matrices[1], time = speed, loops)
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for(var/i in 2 to segments) //2 because 1 is covered above
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animate(transform = matrices[i], time = speed)
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//doesn't have an object argument because this is "Stacking" with the animate call above
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//3 billion% intentional
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//The X pixel offset of this matrix
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/matrix/proc/get_x_shift()
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