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[MIRROR] code/global.dm => code/_global_vars/ (#10689)
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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co-authored by
Selis
Kashargul
parent
a7718c6177
commit
f04f992cfe
@@ -244,7 +244,7 @@
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closed_turfs |= T
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valid_turfs |= T
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for(var/dir in alldirs)
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for(var/dir in GLOB.alldirs)
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var/turf/neighbor = get_step(T,dir)
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if(!neighbor || (neighbor in closed_turfs) || (neighbor in open_turfs))
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continue
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@@ -213,7 +213,7 @@
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var/direction = 16
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for(var/wallDir in cardinal)
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for(var/wallDir in GLOB.cardinal)
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var/turf/newTurf = get_step(T,wallDir)
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if(newTurf.density)
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direction |= wallDir
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@@ -2,7 +2,7 @@
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/obj/effect/plant/proc/get_cardinal_neighbors()
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var/list/cardinal_neighbors = list()
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for(var/check_dir in cardinal)
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for(var/check_dir in GLOB.cardinal)
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var/turf/simulated/T = get_step(get_turf(src), check_dir)
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//VOREStation Edit Start - Vines can go up/down stairs, but don't register that they have done this, so do so infinitely, which is annoying and laggy.
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if(istype(T) && !isopenturf(check_dir)) //Let's not have them go on open space where you can't really get to them.
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@@ -114,7 +114,7 @@
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src.visible_message(span_danger("Tendrils lash out from \the [src] and drag \the [victim] in!"))
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victim.forceMove(src.loc)
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buckle_mob(victim)
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victim.set_dir(pick(cardinal))
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victim.set_dir(pick(GLOB.cardinal))
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to_chat(victim, span_danger("Tendrils [pick("wind", "tangle", "tighten")] around you!"))
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victim.Weaken(0.5)
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seed.do_thorns(victim,src)
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