mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-24 04:26:38 +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>
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@@ -95,7 +95,7 @@
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icon = new_icon
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icon_state = new_iconstate
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overlays = new_overlays
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dir = O.dir
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set_dir(O.dir)
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M.loc = src
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master = C
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master.active_dummy = src
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@@ -29,7 +29,7 @@
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switch(tile_dir_mode)
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if(1) // All directions accepted
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F.dir = D
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F.set_dir(D)
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F.icon_state = mode
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if(2) // Corner mode - diagonal directions converted CW around.
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switch(D)
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@@ -41,7 +41,7 @@
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D = WEST
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if(NORTHWEST)
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D = NORTH
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F.dir = D
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F.set_dir(D)
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F.icon_state = mode
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if(3) // cardinal directions only. I've adjusted diagonals the same way the facing code does.
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switch(D)
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@@ -53,7 +53,7 @@
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D = WEST
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if(NORTHWEST)
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D = WEST
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F.dir = D
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F.set_dir(D)
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F.icon_state = mode
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if(4) // floors.dmi icon_states "warningcorner" and "warnwhitecorner" are incorrect, this fixes it
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var/D2
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@@ -66,16 +66,16 @@
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D2 = NORTH
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if(NORTHWEST)
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D2 = EAST
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F.dir = D2
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F.set_dir(D2)
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F.icon_state = mode
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if(5)
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F.dir = 0
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F.set_dir(0)
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if(D == NORTH || D == SOUTH || D == NORTHEAST || D == SOUTHWEST)
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F.icon_state = mode
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else
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F.icon_state = "[mode]_inv"
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else
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F.dir = 0
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F.set_dir(0)
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F.icon_state = mode
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else
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usr << "You can't paint that!"
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@@ -116,7 +116,7 @@
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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bmark.set_dir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
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else
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@@ -131,7 +131,7 @@
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if (src.amount < R.req_amount*multiplier)
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return
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var/atom/O = new R.result_type( usr.loc )
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O.dir = usr.dir
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O.set_dir(usr.dir)
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if (R.max_res_amount>1)
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var/obj/item/stack/new_item = O
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new_item.amount = R.res_amount*multiplier
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@@ -35,7 +35,7 @@
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spawn(det_time)
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prime()
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return
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user.dir = get_dir(user, target)
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user.set_dir(get_dir(user, target))
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user.drop_item()
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var/t = (isturf(target) ? target : target.loc)
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walk_towards(src, t, 3)
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@@ -169,7 +169,7 @@
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if((wielded) && prob(50))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
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user.dir = i
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user.set_dir(i)
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sleep(1)
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/obj/item/weapon/twohanded/dualsaber/IsShield()
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