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
2014-12-01 13:44:02 +00:00
committed by Mloc
parent a1a66870ca
commit 117ca6a135
143 changed files with 480 additions and 480 deletions
@@ -95,7 +95,7 @@
icon = new_icon
icon_state = new_iconstate
overlays = new_overlays
dir = O.dir
set_dir(O.dir)
M.loc = src
master = C
master.active_dummy = src
@@ -29,7 +29,7 @@
switch(tile_dir_mode)
if(1) // All directions accepted
F.dir = D
F.set_dir(D)
F.icon_state = mode
if(2) // Corner mode - diagonal directions converted CW around.
switch(D)
@@ -41,7 +41,7 @@
D = WEST
if(NORTHWEST)
D = NORTH
F.dir = D
F.set_dir(D)
F.icon_state = mode
if(3) // cardinal directions only. I've adjusted diagonals the same way the facing code does.
switch(D)
@@ -53,7 +53,7 @@
D = WEST
if(NORTHWEST)
D = WEST
F.dir = D
F.set_dir(D)
F.icon_state = mode
if(4) // floors.dmi icon_states "warningcorner" and "warnwhitecorner" are incorrect, this fixes it
var/D2
@@ -66,16 +66,16 @@
D2 = NORTH
if(NORTHWEST)
D2 = EAST
F.dir = D2
F.set_dir(D2)
F.icon_state = mode
if(5)
F.dir = 0
F.set_dir(0)
if(D == NORTH || D == SOUTH || D == NORTHEAST || D == SOUTHWEST)
F.icon_state = mode
else
F.icon_state = "[mode]_inv"
else
F.dir = 0
F.set_dir(0)
F.icon_state = mode
else
usr << "You can't paint that!"
+1 -1
View File
@@ -116,7 +116,7 @@
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
bmark.set_dir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
else
+1 -1
View File
@@ -131,7 +131,7 @@
if (src.amount < R.req_amount*multiplier)
return
var/atom/O = new R.result_type( usr.loc )
O.dir = usr.dir
O.set_dir(usr.dir)
if (R.max_res_amount>1)
var/obj/item/stack/new_item = O
new_item.amount = R.res_amount*multiplier
@@ -35,7 +35,7 @@
spawn(det_time)
prime()
return
user.dir = get_dir(user, target)
user.set_dir(get_dir(user, target))
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
+1 -1
View File
@@ -169,7 +169,7 @@
if((wielded) && prob(50))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
user.dir = i
user.set_dir(i)
sleep(1)
/obj/item/weapon/twohanded/dualsaber/IsShield()