let's change a proc name

This commit is contained in:
kevinz000
2019-09-08 19:09:09 -07:00
parent d141457f23
commit d7ac8512f3
135 changed files with 291 additions and 291 deletions

View File

@@ -39,7 +39,7 @@ Pipelines + Other Objects -> Pipe network
if(!icon_manager)
icon_manager = new()
if(!isnull(newdir))
set_dir(newdir)
setDir(newdir)
if(!pipe_color)
pipe_color = color
color = null

View File

@@ -132,7 +132,7 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."
@@ -144,5 +144,5 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, -90))
src.setDir(turn(src.dir, -90))
desc = initial(desc) + " Its outlet port is to the [dir2text(dir)]."

View File

@@ -125,7 +125,7 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, -90))
src.setDir(turn(src.dir, -90))
verb/rotate_anticlockwise()
@@ -136,7 +136,7 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
//Goddamn copypaste from binary base class because atmospherics machinery API is not damn flexible
get_neighbor_nodes_for_init()
@@ -276,7 +276,7 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, -90))
src.setDir(turn(src.dir, -90))
verb/rotate_anticlock()
set category = "Object"
@@ -286,4 +286,4 @@
if (usr.stat || usr.restrained() || anchored)
return
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))

View File

@@ -123,9 +123,9 @@
/obj/machinery/atmospherics/valve/proc/normalize_dir()
if(dir==3)
set_dir(1)
setDir(1)
else if(dir==12)
set_dir(4)
setDir(4)
/obj/machinery/atmospherics/valve/attack_ai(mob/user as mob)
return

View File

@@ -139,9 +139,9 @@ obj/machinery/atmospherics/mains_pipe/simple
proc/normalize_dir()
if(dir==3)
set_dir(1)
setDir(1)
else if(dir==12)
set_dir(4)
setDir(4)
update_icon()
if(nodes[1] && nodes[2])
@@ -150,7 +150,7 @@ obj/machinery/atmospherics/mains_pipe/simple
//var/node1_direction = get_dir(src, node1)
//var/node2_direction = get_dir(src, node2)
//set_dir(node1_direction|node2_direction)
//setDir(node1_direction|node2_direction)
else
if(!nodes[1]&&!nodes[2])
@@ -599,9 +599,9 @@ obj/machinery/atmospherics/mains_pipe/valve
proc/normalize_dir()
if(dir==3)
set_dir(1)
setDir(1)
else if(dir==12)
set_dir(4)
setDir(4)
proc/open()
if(open) return 0

View File

@@ -78,9 +78,9 @@
/obj/machinery/atmospherics/pipe/simple/proc/normalize_dir()
if(dir==3)
set_dir(1)
setDir(1)
else if(dir==12)
set_dir(4)
setDir(4)
/obj/machinery/atmospherics/pipe/simple/Destroy()
if(node1)

View File

@@ -52,7 +52,7 @@
if(node1)
icon_state = "intact"
set_dir(get_dir(src, node1))
setDir(get_dir(src, node1))
else
icon_state = "exposed"
@@ -80,6 +80,6 @@
/obj/machinery/atmospherics/pipe/vent/hide(var/i) //to make the little pipe section invisible, the icon changes.
if(node1)
icon_state = "[i == 1 && istype(loc, /turf/simulated) ? "h" : "" ]intact"
set_dir(get_dir(src, node1))
setDir(get_dir(src, node1))
else
icon_state = "exposed"

View File

@@ -187,7 +187,7 @@ turf/proc/hotspot_expose(exposed_temperature, exposed_volume, soh = 0)
qdel(src)
return
set_dir(pick(cardinal))
setDir(pick(cardinal))
var/datum/gas_mixture/air_contents = loc.return_air()
color = fire_color(air_contents.temperature)

View File

@@ -812,7 +812,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
var/old_decals = T.decals ? T.decals.Copy() : null
X = B.ChangeTurf(T.type)
X.set_dir(old_dir1)
X.setDir(old_dir1)
X.icon_state = old_icon_state1
X.icon = old_icon1
X.copy_overlays(T, TRUE)
@@ -938,7 +938,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
var/turf/X = B
X.ChangeTurf(T.type)
X.set_dir(old_dir1)
X.setDir(old_dir1)
X.icon_state = old_icon_state1
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
X.overlays = old_overlays

View File

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

View File

@@ -37,7 +37,7 @@
slot_info["[inv_box.slot_id]"] = inv_box.screen_loc
if(slot_data["dir"])
inv_box.set_dir(slot_data["dir"])
inv_box.setDir(slot_data["dir"])
if(slot_data["toggle"])
src.other += inv_box

View File

@@ -32,7 +32,7 @@
using = new /obj/screen()
using.name = "act_intent"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.icon_state = "intent_"+mymob.a_intent
using.screen_loc = ui_zonesel

View File

@@ -24,7 +24,7 @@ var/obj/screen/robot_inventory
//Radio
using = new /obj/screen()
using.name = "radio"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
@@ -37,7 +37,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module1"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
@@ -49,7 +49,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module2"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
@@ -61,7 +61,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module3"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
@@ -76,7 +76,7 @@ var/obj/screen/robot_inventory
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.set_dir(SOUTHWEST)
using.setDir(SOUTHWEST)
using.icon = ui_style
using.alpha = ui_alpha
using.icon_state = mymob.a_intent

View File

@@ -154,7 +154,7 @@ var/const/tk_maxrange = 15
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.set_dir(pick(GLOB.cardinal))
O.setDir(pick(GLOB.cardinal))
O.icon = 'icons/effects/effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)

View File

@@ -1,7 +1,7 @@
// Observer Pattern Implementation: Direction Set
// Registration type: /atom
//
// Raised when: An /atom changes dir using the set_dir() proc.
// Raised when: An /atom changes dir using the setDir() proc.
//
// Arguments that the called proc should expect:
// /atom/dir_changer: The instance that changed direction

View File

@@ -7,7 +7,7 @@
forceMove(T)
/atom/proc/recursive_dir_set(var/atom/a, var/old_dir, var/new_dir)
set_dir(new_dir)
setDir(new_dir)
/proc/register_all_movement(var/event_source, var/listener)
GLOB.moved_event.register(event_source, listener, /atom/movable/proc/recursive_move)

View File

@@ -43,7 +43,7 @@
var/mob/living/buckled_mob = m
var/list/offsets = get_offsets(passindex)
var/rider_dir = get_rider_dir(passindex)
buckled_mob.set_dir(rider_dir)
buckled_mob.setDir(rider_dir)
dir_loop:
for(var/offsetdir in offsets)
if(offsetdir == ridden_dir)

View File

@@ -230,7 +230,7 @@
return
//called to set the atom's dir and used to add behaviour to dir-changes
/atom/proc/set_dir(new_dir)
/atom/proc/setDir(new_dir)
. = new_dir != dir
dir = new_dir

View File

@@ -1,7 +1,7 @@
/atom/movable/proc/Bump_vr(var/atom/A, yes)
return
/atom/movable/set_dir(newdir)
/atom/movable/setDir(newdir)
. = ..(newdir)
if(riding_datum)
riding_datum.handle_vehicle_offsets()

View File

@@ -31,7 +31,7 @@
if(!the_disk)
icon_state = "pinonnull"
return
set_dir(get_dir(src,the_disk))
setDir(get_dir(src,the_disk))
switch(get_dist(src,the_disk))
if(0)
icon_state = "pinondirect"
@@ -83,7 +83,7 @@
if(!location)
icon_state = "pinonnull"
return
set_dir(get_dir(src,location))
setDir(get_dir(src,location))
switch(get_dist(src,location))
if(0)
icon_state = "pinondirect"
@@ -102,7 +102,7 @@
if(!target)
icon_state = "pinonnull"
return
set_dir(get_dir(src,target))
setDir(get_dir(src,target))
switch(get_dist(src,target))
if(0)
icon_state = "pinondirect"
@@ -219,7 +219,7 @@
// if(loc.z != the_disk.z) //If you are on a different z-level from the disk
// icon_state = "pinonnull"
// else
set_dir(get_dir(src, the_disk))
setDir(get_dir(src, the_disk))
switch(get_dist(src, the_disk))
if(0)
icon_state = "pinondirect"
@@ -252,7 +252,7 @@
if(loc.z != home.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
else
set_dir(get_dir(src, home))
setDir(get_dir(src, home))
switch(get_dist(src, home))
if(0)
icon_state = "pinondirect"
@@ -298,7 +298,7 @@
if(loc.z != our_shuttle.z) //If you are on a different z-level from the shuttle
icon_state = "pinonnull"
else
set_dir(get_dir(src, our_shuttle))
setDir(get_dir(src, our_shuttle))
switch(get_dist(src, our_shuttle))
if(0)
icon_state = "pinondirect"

View File

@@ -62,7 +62,7 @@ var/list/technomancer_belongings = list()
icon_state = "track_unknown"
else
set_dir(get_dir(src,get_turf(tracked)))
setDir(get_dir(src,get_turf(tracked)))
switch(get_dist(src,get_turf(tracked)))
if(0)

View File

@@ -359,7 +359,7 @@ var/global/datum/controller/occupations/job_master
// Moving wheelchair if they have one
if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair))
H.buckled.forceMove(H.loc)
H.buckled.set_dir(H.dir)
H.buckled.setDir(H.dir)
if(job)
@@ -489,7 +489,7 @@ var/global/datum/controller/occupations/job_master
var/obj/structure/bed/chair/wheelchair/W = new /obj/structure/bed/chair/wheelchair(H.loc)
W.buckle_mob(H)
H.update_canmove()
W.set_dir(H.dir)
W.setDir(H.dir)
W.add_fingerprint(H)
if(R)
W.color = R.color

View File

@@ -23,7 +23,7 @@
if(sleepernew)
sleeper = sleepernew
sleepernew.console = src
set_dir(get_dir(src, sleepernew))
setDir(get_dir(src, sleepernew))
return
return

View File

@@ -233,7 +233,7 @@
if(bodyscannernew)
scanner = bodyscannernew
bodyscannernew.console = src
set_dir(get_dir(src, bodyscannernew))
setDir(get_dir(src, bodyscannernew))
return
return

View File

@@ -360,13 +360,13 @@
//If someone knows a better way to do this, let me know. -Giacom
switch(i)
if(NORTH)
src.set_dir(SOUTH)
src.setDir(SOUTH)
if(SOUTH)
src.set_dir(NORTH)
src.setDir(NORTH)
if(WEST)
src.set_dir(EAST)
src.setDir(EAST)
if(EAST)
src.set_dir(WEST)
src.setDir(WEST)
break
//Return a working camera that can see a given mob

View File

@@ -944,7 +944,7 @@ About the new airlock wires panel:
var/obj/structure/door_assembly/da = new assembly_type(src.loc)
if (istype(da, /obj/structure/door_assembly/multi_tile))
da.set_dir(src.dir)
da.setDir(src.dir)
da.anchored = 1
if(mineral)
@@ -1195,7 +1195,7 @@ About the new airlock wires panel:
name = "[istext(assembly.glass) ? "[assembly.glass] airlock" : assembly.base_name]"
//get the dir from the assembly
set_dir(assembly.dir)
setDir(assembly.dir)
//wires
var/turf/T = get_turf(newloc)

View File

@@ -230,7 +230,7 @@
wa.secure = "secure_"
if (src.base_state == "right" || src.base_state == "rightsecure")
wa.facing = "r"
wa.set_dir(src.dir)
wa.setDir(src.dir)
wa.anchored = 1
wa.created_name = name
wa.state = "02"

View File

@@ -236,7 +236,7 @@
state = FRAME_PLACED
if(dir)
set_dir(dir)
setDir(dir)
if(loc)
src.loc = loc
@@ -374,7 +374,7 @@
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
B.setDir(dir)
circuit.construct(B)
circuit.loc = null
B.circuit = circuit
@@ -388,7 +388,7 @@
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
B.setDir(dir)
circuit.construct(B)
circuit.loc = null
B.circuit = circuit
@@ -401,7 +401,7 @@
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
B.setDir(dir)
circuit.construct(B)
circuit.loc = null
B.circuit = circuit
@@ -581,7 +581,7 @@
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
set_dir(turn(dir, 90))
setDir(turn(dir, 90))
to_chat(usr, "<span class='notice'>You rotate the [src] to face [dir2text(dir)]!</span>")
@@ -600,7 +600,7 @@
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
set_dir(turn(dir, 270))
setDir(turn(dir, 270))
to_chat(usr, "<span class='notice'>You rotate the [src] to face [dir2text(dir)]!</span>")

View File

@@ -120,7 +120,7 @@ Class Procs:
/obj/machinery/New(l, d=0)
..(l)
if(d)
set_dir(d)
setDir(d)
if(circuit)
circuit = new circuit(src)
@@ -164,7 +164,7 @@ Class Procs:
pulse2.icon_state = "empdisable"
pulse2.name = "emp sparks"
pulse2.anchored = 1
pulse2.set_dir(pick(cardinal))
pulse2.setDir(pick(cardinal))
spawn(10)
qdel(pulse2)
@@ -433,7 +433,7 @@ Class Procs:
else
A.state = FRAME_WIRED
A.set_dir(dir)
A.setDir(dir)
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.update_desc()

View File

@@ -43,7 +43,7 @@ Buildable meters
make_from_existing(make_from)
else
pipe_type = _pipe_type
set_dir(_dir)
setDir(_dir)
update()
pixel_x += rand(-5, 5)
@@ -51,7 +51,7 @@ Buildable meters
return ..()
/obj/item/pipe/proc/make_from_existing(obj/machinery/atmospherics/make_from)
set_dir(make_from.dir)
setDir(make_from.dir)
pipename = make_from.name
if(make_from.req_access)
src.req_access = make_from.req_access
@@ -104,11 +104,11 @@ Buildable meters
do_a_flip()
/obj/item/pipe/proc/do_a_flip()
set_dir(turn(dir, -180))
setDir(turn(dir, -180))
fixdir()
/obj/item/pipe/trinary/flippable/do_a_flip()
// set_dir(turn(dir, flipped ? 45 : -45))
// setDir(turn(dir, flipped ? 45 : -45))
// TG has a magic icon set with the flipped versions in the diagonals.
// We may switch to this later, but for now gotta do some magic.
mirrored = !mirrored
@@ -123,21 +123,21 @@ Buildable meters
if ( usr.stat || usr.restrained() || !usr.canmove )
return
set_dir(turn(src.dir, -90)) // Rotate clockwise
setDir(turn(src.dir, -90)) // Rotate clockwise
fixdir()
// If you want to disable pipe dir changing when pulled, uncomment this
// /obj/item/pipe/Move()
// var/old_dir = dir
// . = ..()
// set_dir(old_dir) //pipes changing direction when moved is just annoying and buggy
// setDir(old_dir) //pipes changing direction when moved is just annoying and buggy
// Don't let pulling a pipe straighten it out.
/obj/item/pipe/binary/bendable/Move()
var/old_bent = !IS_CARDINAL(dir)
. = ..()
if(old_bent && IS_CARDINAL(dir))
set_dir(turn(src.dir, -45))
setDir(turn(src.dir, -45))
//Helper to clean up dir
/obj/item/pipe/proc/fixdir()
@@ -145,16 +145,16 @@ Buildable meters
/obj/item/pipe/binary/fixdir()
if(dir == SOUTH)
set_dir(NORTH)
setDir(NORTH)
else if(dir == WEST)
set_dir(EAST)
setDir(EAST)
/obj/item/pipe/trinary/flippable/fixdir()
if(dir in cornerdirs)
set_dir(turn(dir, 45))
setDir(turn(dir, 45))
/obj/item/pipe/attack_self(mob/user)
set_dir(turn(dir,-90))
setDir(turn(dir,-90))
fixdir()
//called when a turf is attacked with a pipe item
@@ -208,7 +208,7 @@ Buildable meters
qdel(src)
/obj/item/pipe/proc/build_pipe(obj/machinery/atmospherics/A)
A.set_dir(dir)
A.setDir(dir)
A.init_dir()
if(pipename)
A.name = pipename

View File

@@ -678,7 +678,7 @@ var/list/turret_icons
last_target = target
spawn()
popUp() //pop the turret up if it's not already up.
set_dir(get_dir(src, target)) //even if you can't shoot, follow the target
setDir(get_dir(src, target)) //even if you can't shoot, follow the target
spawn()
shootAt(target)
return 1

View File

@@ -1289,7 +1289,7 @@
if(chassis.hasInternalDamage(MECHA_INT_CONTROL_LOST))
move_result = step_rand(chassis)
else if(chassis.dir!=direction)
chassis.set_dir(direction)
chassis.setDir(direction)
move_result = 1
else
move_result = step(chassis,direction)

View File

@@ -431,7 +431,7 @@
return
/obj/mecha/proc/mechturn(direction)
set_dir(direction)
setDir(direction)
playsound(src,'sound/mecha/mechturn.ogg',40,1)
return 1
@@ -936,7 +936,7 @@
src.Entered(mmi_as_oc)
src.Move(src.loc)
src.icon_state = src.reset_icon()
set_dir(dir_in)
setDir(dir_in)
src.log_message("[mmi_as_oc] moved in as pilot.")
if(!hasInternalDamage())
src.occupant << sound('sound/mecha/nominal.ogg',volume=50)
@@ -1174,7 +1174,7 @@
src.verbs += /obj/mecha/verb/eject
src.log_append_to_last("[H] moved in as pilot.")
src.icon_state = src.reset_icon()
set_dir(dir_in)
setDir(dir_in)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(!hasInternalDamage())
src.occupant << sound('sound/mecha/nominal.ogg',volume=50)
@@ -1262,7 +1262,7 @@
src.occupant.canmove = 0
src.occupant = null
src.icon_state = src.reset_icon()+"-open"
src.set_dir(dir_in)
src.setDir(dir_in)
src.verbs -= /obj/mecha/verb/eject
return

View File

@@ -15,7 +15,7 @@
/obj/mecha/medical/mechturn(direction)
set_dir(direction)
setDir(direction)
playsound(src,'sound/mecha/mechmove01.ogg',40,1)
return 1

View File

@@ -122,7 +122,7 @@
// override move/turn procs so they play more appropriate sounds. Placeholder sounds for now, but mechmove04 at least sounds like tracks for the poleat.
/obj/mecha/micro/mechturn(direction)
set_dir(direction)
setDir(direction)
playsound(src,'sound/mecha/mechmove03.ogg',40,1)
return 1

View File

@@ -63,7 +63,7 @@
//these three procs overriden to play different sounds
/obj/mecha/working/hoverpod/mechturn(direction)
set_dir(direction)
setDir(direction)
//playsound(src,'sound/machines/hiss.ogg',40,1)
return 1

View File

@@ -69,7 +69,7 @@
M.buckled = src
M.facing_dir = null
M.set_dir(buckle_dir ? buckle_dir : dir)
M.setDir(buckle_dir ? buckle_dir : dir)
M.update_canmove()
M.update_floating( M.Check_Dense_Object() )
// buckled_mob = M
@@ -193,7 +193,7 @@
L.inertia_dir = last_move
return FALSE
else
L.set_dir(dir)
L.setDir(dir)
return TRUE
/atom/movable/Move(atom/newloc, direct = 0)

View File

@@ -162,7 +162,7 @@
chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
smoke.icon = I
smoke.plane = ABOVE_PLANE
smoke.set_dir(pick(cardinal))
smoke.setDir(pick(cardinal))
smoke.pixel_x = -32 + rand(-8, 8)
smoke.pixel_y = -32 + rand(-8, 8)
walk_to(smoke, T)

View File

@@ -51,7 +51,7 @@
anchored = 0
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/New(newLoc, amt = 1, d = 0)
set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
setDir(d) //Setting this direction means you won't get torched by your own flamethrower.
if(istype(newLoc, /turf/simulated))
var/turf/simulated/T = newLoc
T.hotspot_expose((T20C*2) + 380,500) //Ignite the fuel.

View File

@@ -333,7 +333,7 @@ steam.start() -- spawns the effect
if(isturf(T))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
src.oldposition = T
I.set_dir(src.holder.dir)
I.setDir(src.holder.dir)
flick("ion_fade", I)
I.icon_state = "blank"
spawn( 20 )
@@ -380,7 +380,7 @@ steam.start() -- spawns the effect
var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
src.number++
src.oldposition = get_turf(holder)
I.set_dir(src.holder.dir)
I.setDir(src.holder.dir)
spawn(10)
qdel(I)
src.number--

View File

@@ -71,7 +71,7 @@
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.set_dir(predir)
AM.setDir(predir)

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@@ -8,7 +8,7 @@
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
set_dir(mimiced_atom.dir)
setDir(mimiced_atom.dir)
mouse_opacity = 0
if(customappearance)
appearance = customappearance

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@@ -11,7 +11,7 @@
/obj/effect/temp_visual/Initialize()
. = ..()
if(randomdir)
set_dir(pick(cardinal))
setDir(pick(cardinal))
spawn(duration)
qdel(src)
@@ -29,8 +29,8 @@
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/temp_visual/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
/obj/effect/temp_visual/dir_setting/Initialize(mapload, setDir)
if(setDir)
setDir(setDir)
. = ..()
*/ //More tg stuff that might be useful later

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@@ -8,7 +8,7 @@
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
set_dir(mimiced_atom.dir)
setDir(mimiced_atom.dir)
mouse_opacity = 0
if(customappearance)
appearance = customappearance

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@@ -11,7 +11,7 @@
/obj/effect/temp_visual/Initialize()
. = ..()
if(randomdir)
set_dir(pick(global.cardinal))
setDir(pick(global.cardinal))
spawn(duration)
qdel(src)
@@ -29,8 +29,8 @@
/obj/effect/temp_visual/dir_setting
randomdir = FALSE
/obj/effect/temp_visual/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
/obj/effect/temp_visual/dir_setting/Initialize(mapload, setDir)
if(setDir)
setDir(setDir)
. = ..()
*/ //More tg stuff that might be useful later

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@@ -98,7 +98,7 @@
icon = new_icon
icon_state = new_iconstate
overlays = new_overlays
set_dir(O.dir)
setDir(O.dir)
M.loc = src
master = C
master.active_dummy = src

View File

@@ -177,7 +177,7 @@
spawn(10)
C.lay_down()
else
C.set_dir(get_dir(C,targloc))
C.setDir(get_dir(C,targloc))
C.visible_message("<span class='notice'>[C] watches the light.</span>", "<span class='notice'>Your attention is drawn to the mysterious glowing dot.</span>")

View File

@@ -141,7 +141,7 @@
A.pixel_x = pixel_x
A.pixel_y = pixel_y
A.circuit = M
A.set_dir(dir)
A.setDir(dir)
A.anchored = 1
A.state = 2
A.update_icon()

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@@ -10,7 +10,7 @@
var/model_info
dir = SOUTH
/obj/item/robot_parts/set_dir()
/obj/item/robot_parts/setDir()
return
/obj/item/robot_parts/New(var/newloc, var/model)

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@@ -115,7 +115,7 @@
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
bmark.icon_state = "scorch"
bmark.set_dir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
bmark.setDir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
else

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@@ -147,7 +147,7 @@
O = new recipe.result_type(user.loc, recipe.use_material)
else
O = new recipe.result_type(user.loc)
O.set_dir(user.dir)
O.setDir(user.dir)
O.add_fingerprint(user)
if (istype(O, /obj/item/stack))

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@@ -38,7 +38,7 @@
spawn(det_time)
detonate()
return
user.set_dir(get_dir(user, target))
user.setDir(get_dir(user, target))
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)

View File

@@ -95,7 +95,7 @@
return 0
//trap the victim in place
set_dir(L.dir)
setDir(L.dir)
can_buckle = 1
buckle_mob(L)
L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"

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@@ -15,7 +15,7 @@
if(W.is_wrench())
var/obj/structure/bed/chair/C = new /obj/structure/bed/chair(loc)
playsound(src, W.usesound, 50, 1)
C.set_dir(dir)
C.setDir(dir)
part.loc = loc
part.master = null
part = null

View File

@@ -53,7 +53,7 @@
else
being_used = 1
playsound(src.loc, 'sound/effects/weightlifter.ogg', 50, 1)
user.set_dir(SOUTH)
user.setDir(SOUTH)
flick("[icon_state]_[weight]", src)
if(do_after(user, 20 + (weight * 10)))
playsound(src.loc, 'sound/effects/weightdrop.ogg', 25, 1)

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@@ -123,7 +123,7 @@
if(anchored)
return
if(config.ghost_interaction)
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return
else
if(istype(usr,/mob/living/simple_animal/mouse))
@@ -133,5 +133,5 @@
if(usr.stat || usr.restrained())
return
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return

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@@ -259,7 +259,7 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
return M
/obj/structure/bed/chair/janicart/set_dir()
/obj/structure/bed/chair/janicart/setDir()
..()
update_layer()
if(has_buckled_mobs())
@@ -276,7 +276,7 @@ GLOBAL_LIST_BOILERPLATE(all_janitorial_carts, /obj/structure/janitorialcart)
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
L.setDir(dir)
switch(dir)
if(SOUTH)
L.pixel_x = 0

View File

@@ -112,7 +112,7 @@
for(var/atom/movable/A as mob|obj in src)
A.forceMove(src.connected.loc)
src.connected.icon_state = "morguet"
src.connected.set_dir(src.dir)
src.connected.setDir(src.dir)
else
qdel(src.connected)
src.connected = null

View File

@@ -330,7 +330,7 @@
else if (istype(usr,/mob/observer/ghost) && !config.ghost_interaction)
return
else
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return
/obj/structure/device/piano/attack_hand(mob/user)

View File

@@ -141,7 +141,7 @@
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
set_dir(turn(dir, 90))
setDir(turn(dir, 90))
update_icon()
return
@@ -160,7 +160,7 @@
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
set_dir(turn(dir, -90))
setDir(turn(dir, -90))
update_icon()
return
@@ -185,7 +185,7 @@
return 0
src.loc = get_step(src, src.dir)
set_dir(turn(dir, 180))
setDir(turn(dir, 180))
update_icon()
return

View File

@@ -62,7 +62,7 @@
"<span class='notice'>You hear squelching...</span>")
M.buckled = src
M.loc = src.loc
M.set_dir(src.dir)
M.setDir(src.dir)
M.update_canmove()
M.pixel_y = 6
M.old_y = 6

View File

@@ -25,7 +25,7 @@
user.drop_item()
var/obj/structure/bed/chair/e_chair/E = new (src.loc, material.name)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
E.set_dir(dir)
E.setDir(dir)
E.part = SK
SK.loc = E
SK.master = E
@@ -60,13 +60,13 @@
else
reset_plane_and_layer()
/obj/structure/bed/chair/set_dir()
/obj/structure/bed/chair/setDir()
..()
update_layer()
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
L.setDir(dir)
/obj/structure/bed/chair/verb/rotate()
set name = "Rotate Chair"
@@ -74,7 +74,7 @@
set src in oview(1)
if(config.ghost_interaction)
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return
else
if(istype(usr,/mob/living/simple_animal/mouse))
@@ -84,7 +84,7 @@
if(usr.stat || usr.restrained())
return
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return
/obj/structure/bed/chair/shuttle

View File

@@ -14,7 +14,7 @@
/obj/structure/bed/chair/wheelchair/update_icon()
return
/obj/structure/bed/chair/wheelchair/set_dir()
/obj/structure/bed/chair/wheelchair/setDir()
..()
overlays = null
var/image/O = image(icon = 'icons/obj/furniture.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
@@ -22,7 +22,7 @@
if(has_buckled_mobs())
for(var/A in buckled_mobs)
var/mob/living/L = A
L.set_dir(dir)
L.setDir(dir)
/obj/structure/bed/chair/wheelchair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wrench() || W.is_wirecutter() || istype(W,/obj/item/stack))
@@ -87,7 +87,7 @@
if(has_buckled_mobs()) // Make sure it stays beneath the occupant
var/mob/living/L = buckled_mobs[1]
Move(L.loc)
set_dir(direction)
setDir(direction)
if(pulling) // Driver
if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
pulling.forceMove(T)
@@ -96,7 +96,7 @@
if(get_dist(src, pulling) > 1) // We are too far away? Losing control.
pulling = null
user.pulledby = null
pulling.set_dir(get_dir(pulling, src)) // When everything is right, face the wheelchair
pulling.setDir(get_dir(pulling, src)) // When everything is right, face the wheelchair
if(bloodiness)
create_track()
driving = 0
@@ -145,7 +145,7 @@
user.pulledby = src
if(user.pulling)
user.stop_pulling()
user.set_dir(get_dir(user, src))
user.setDir(get_dir(user, src))
user << "You grip \the [name]'s handles."
else
usr << "You let go of \the [name]'s handles."
@@ -194,14 +194,14 @@
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
var/newdir = get_dir(get_step(loc, dir), loc)
if(newdir == dir)
B.set_dir(newdir)
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.set_dir(newdir)
B.setDir(newdir)
bloodiness--
/obj/structure/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)

View File

@@ -170,7 +170,7 @@ obj/structure/ex_act(severity)
nexttube = tube
break
if(!nexttube)
pod.set_dir(turn(pod.dir, 180))
pod.setDir(turn(pod.dir, 180))
if(icon_state == "closed" && pod)
pod.follow_tube()
@@ -320,13 +320,13 @@ obj/structure/ex_act(severity)
break
if(current_tube == null)
set_dir(next_dir)
setDir(next_dir)
Move(get_step(loc, dir)) // Allow collisions when leaving the tubes.
break
last_delay = current_tube.enter_delay(src, next_dir)
sleep(last_delay)
set_dir(next_dir)
setDir(next_dir)
loc = next_loc // When moving from one tube to another, skip collision and such.
density = current_tube.density
@@ -400,14 +400,14 @@ obj/structure/ex_act(severity)
station.open_animation()
else if(direction in station.directions())
set_dir(direction)
setDir(direction)
station.launch_pod()
return
for(var/obj/structure/transit_tube/tube in loc)
if(dir in tube.directions())
if(tube.has_exit(direction))
set_dir(direction)
setDir(direction)
return

View File

@@ -39,9 +39,9 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
anchored = 0
switch(start_dir)
if(NORTH, SOUTH, EAST, WEST)
set_dir(start_dir)
setDir(start_dir)
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
set_dir(NORTH)
setDir(NORTH)
update_state()
update_nearby_tiles(need_rebuild=1)
@@ -213,7 +213,7 @@ obj/structure/windoor_assembly/Destroy()
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
windoor.set_dir(src.dir)
windoor.setDir(src.dir)
windoor.density = 0
if(created_name)
windoor.name = created_name
@@ -235,7 +235,7 @@ obj/structure/windoor_assembly/Destroy()
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.set_dir(src.dir)
windoor.setDir(src.dir)
windoor.density = 0
if(created_name)
windoor.name = created_name
@@ -284,7 +284,7 @@ obj/structure/windoor_assembly/Destroy()
if(src.state != "01")
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.set_dir(turn(src.dir, 270))
src.setDir(turn(src.dir, 270))
if(src.state != "01")
update_nearby_tiles(need_rebuild=1)

View File

@@ -350,7 +350,7 @@
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
set_dir(turn(dir, 90))
setDir(turn(dir, 90))
updateSilicate()
update_nearby_tiles(need_rebuild=1)
return
@@ -372,7 +372,7 @@
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
set_dir(turn(dir, 270))
setDir(turn(dir, 270))
updateSilicate()
update_nearby_tiles(need_rebuild=1)
return
@@ -381,7 +381,7 @@
. = ..()
if (start_dir)
set_dir(start_dir)
setDir(start_dir)
//player-constructed windows
if (constructed)
@@ -411,7 +411,7 @@
var/ini_dir = dir
update_nearby_tiles(need_rebuild=1)
..()
set_dir(ini_dir)
setDir(ini_dir)
update_nearby_tiles(need_rebuild=1)
//checks if this window is full-tile one

View File

@@ -50,7 +50,7 @@
qdel(W)
if(!found_connection)
var/obj/structure/window/new_win = new win_path(src.loc)
new_win.set_dir(dir)
new_win.setDir(dir)
handle_window_spawn(new_win)
else
neighbours |= other

View File

@@ -21,7 +21,7 @@ var/list/floor_decals = list()
// This is a separate proc from initialize() to facilitiate its caching and other stuff. Look into it someday.
/obj/effect/floor_decal/proc/add_to_turf_decals()
if(supplied_dir)
set_dir(supplied_dir) // TODO - Why can't this line be done in initialize/New()?
setDir(supplied_dir) // TODO - Why can't this line be done in initialize/New()?
var/turf/T = get_turf(src)
if(istype(T, /turf/simulated/floor) || istype(T, /turf/unsimulated/floor) || istype(T, /turf/simulated/shuttle/floor))
var/cache_key = "[alpha]-[color]-[dir]-[icon_state]-[T.layer]"

View File

@@ -32,7 +32,7 @@
//Set the destination to be like us
T.Destroy()
var/turf/simulated/shuttle/new_dest = T.ChangeTurf(my_turf.type,,1)
new_dest.set_dir(my_turf.dir)
new_dest.setDir(my_turf.dir)
new_dest.icon_state = my_turf.icon_state
new_dest.icon = my_turf.icon
new_dest.copy_overlays(my_turf, TRUE)
@@ -60,7 +60,7 @@
//Change our source to whatever it was before
if(turf_type)
new_source = my_turf.ChangeTurf(turf_type,,1)
new_source.set_dir(dir)
new_source.setDir(dir)
new_source.icon_state = icon_state
new_source.icon = icon
new_source.copy_overlays(src, TRUE)

View File

@@ -7,7 +7,7 @@
target = location
var/atom/movable/overlay/animation = new /atom/movable/overlay(location)
if(direction)
animation.set_dir(direction)
animation.setDir(direction)
animation.icon = a_icon
animation.layer = target:layer+1
if(a_icon_state)

View File

@@ -1648,7 +1648,7 @@
else
var/atom/O = new path(target)
if(O)
O.set_dir(obj_dir)
O.setDir(obj_dir)
if(obj_name)
O.name = obj_name
if(istype(O,/mob))

View File

@@ -55,15 +55,15 @@
Click()
switch(dir)
if(NORTH)
set_dir(EAST)
setDir(EAST)
if(EAST)
set_dir(SOUTH)
setDir(SOUTH)
if(SOUTH)
set_dir(WEST)
setDir(WEST)
if(WEST)
set_dir(NORTHWEST)
setDir(NORTHWEST)
if(NORTHWEST)
set_dir(NORTH)
setDir(NORTH)
return 1
/obj/effect/bmode/buildhelp
@@ -309,19 +309,19 @@
switch(holder.builddir.dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(NORTH)
WIN.setDir(NORTH)
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(SOUTH)
WIN.setDir(SOUTH)
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(EAST)
WIN.setDir(EAST)
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(WEST)
WIN.setDir(WEST)
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(NORTHWEST)
WIN.setDir(NORTHWEST)
if(2) // Adv. Build
if(pa.Find("left") && !pa.Find("ctrl"))
if(ispath(holder.buildmode.objholder,/turf))
@@ -329,7 +329,7 @@
T.ChangeTurf(holder.buildmode.objholder)
else
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.set_dir(holder.builddir.dir)
A.setDir(holder.builddir.dir)
else if(pa.Find("right"))
if(isobj(object))
qdel(object)

View File

@@ -247,8 +247,8 @@
return
switch(href_list["rotatedir"])
if("right") A.set_dir(turn(A.dir, -45))
if("left") A.set_dir(turn(A.dir, 45))
if("right") A.setDir(turn(A.dir, -45))
if("left") A.setDir(turn(A.dir, 45))
href_list["datumrefresh"] = href_list["rotatedatum"]
else if(href_list["makemonkey"])

View File

@@ -56,7 +56,7 @@
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src
I.density = 1
I.set_dir(dir)
I.setDir(dir)
step(I, I.dir)
if(I)
I.density = 0
@@ -81,14 +81,14 @@
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
set_dir(t)
setDir(t)
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder) return 0
// set_dir(holder.dir)
// setDir(holder.dir)
qdel(first)
return 1
@@ -147,7 +147,7 @@
set category = "Object"
set src in usr
set_dir(turn(dir, 90))
setDir(turn(dir, 90))
return
@@ -203,7 +203,7 @@
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.set_dir(dir)
I.setDir(dir)
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)

View File

@@ -130,13 +130,13 @@ obj/machinery/gateway/centerstation/process()
playsound(src, 'sound/effects/phasein.ogg', 100, 1)
if(awaygate.calibrated)
M.forceMove(get_step(awaygate.loc, SOUTH))
M.set_dir(SOUTH)
M.setDir(SOUTH)
return
else
var/obj/effect/landmark/dest = pick(awaydestinations)
if(dest)
M.forceMove(dest.loc)
M.set_dir(SOUTH)
M.setDir(SOUTH)
return
/obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob)
@@ -241,7 +241,7 @@ obj/machinery/gateway/centerstation/process()
M << "<font color='black'>The station gate has detected your exile implant and is blocking your entry.</font>"
return
M.forceMove(get_step(stationgate.loc, SOUTH))
M.set_dir(SOUTH)
M.setDir(SOUTH)
M << 'sound/effects/phasein.ogg'
playsound(src, 'sound/effects/phasein.ogg', 100, 1)

View File

@@ -25,7 +25,7 @@ var/list/blobs = list()
update_icon()
if(!integrity)
integrity = max_integrity
set_dir(pick(cardinal))
setDir(pick(cardinal))
blobs += src
consume_tile()
@@ -199,7 +199,7 @@ var/list/blobs = list()
/obj/structure/blob/proc/blob_attack_animation(atom/A = null, controller) //visually attacks an atom
var/obj/effect/temporary_effect/blob_attack/O = new /obj/effect/temporary_effect/blob_attack(src.loc)
O.set_dir(dir)
O.setDir(dir)
if(controller)
var/mob/observer/blob/BO = controller
O.color = BO.blob_type.color
@@ -218,7 +218,7 @@ var/list/blobs = list()
if(controller)
B.overmind = controller
B.update_icon()
B.set_dir(dir)
B.setDir(dir)
qdel(src)
return B

View File

@@ -182,7 +182,7 @@
desc = O.desc
icon = O.icon
icon_state = O.icon_state
set_dir(O.dir)
setDir(O.dir)
////////////////////////////////////////////////////////////////////////////////////////
//Gloves

View File

@@ -13,7 +13,7 @@
var/monitor_state_index = "blank"
var/global/list/monitor_states = list()
/obj/item/clothing/mask/monitor/set_dir()
/obj/item/clothing/mask/monitor/setDir()
dir = SOUTH
return

View File

@@ -161,7 +161,7 @@
if(holder && holder.wearer)
if(..(target) && target)
set_dir(get_dir(src,target)) // Face the target
setDir(get_dir(src,target)) // Face the target
holder.wearer.Beam(target,"n_beam",,10)
return 1
return 0

View File

@@ -295,7 +295,7 @@ proc/check_panel(mob/M)
collapse()
continue
if(get_dist(src,my_target) > 1)
src.set_dir(get_dir(src,my_target))
src.setDir(get_dir(src,my_target))
step_towards(src,my_target)
updateimage()
else

View File

@@ -131,7 +131,7 @@
// Plants will sometimes be spawned in the turf adjacent to the one they need to end up in, for the sake of correct dir/etc being set.
/obj/effect/plant/proc/finish_spreading()
set_dir(calc_dir())
setDir(calc_dir())
update_icon()
plant_controller.add_plant(src)
//Some plants eat through plating.

View File

@@ -94,7 +94,7 @@
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
victim.forceMove(src.loc)
buckle_mob(victim)
victim.set_dir(pick(cardinal))
victim.setDir(pick(cardinal))
victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"
victim.Weaken(0.5)
seed.do_thorns(victim,src)

View File

@@ -361,5 +361,5 @@
to_chat(usr, "It is anchored in place!")
return 0
src.set_dir(turn(src.dir, 90))
src.setDir(turn(src.dir, 90))
return 1

View File

@@ -285,6 +285,6 @@ note dizziness decrements automatically in the mob's Life() proc.
D = SOUTH
if(WEST)
D = NORTH
set_dir(D)
setDir(D)
spintime -= speed
return

View File

@@ -232,7 +232,7 @@
attack_message = "[H] attempted to strike [src], but missed!"
else
attack_message = "[H] attempted to strike [src], but [TT.he] rolled out of the way!"
src.set_dir(pick(cardinal))
src.setDir(pick(cardinal))
miss_type = 1
if(!miss_type && block)

View File

@@ -151,7 +151,7 @@
var/turf/T = get_turf(src)
var/mob/living/carbon/alien/diona/S = new(T)
S.set_dir(dir)
S.setDir(dir)
transfer_languages(src, S)
if(mind)
@@ -166,13 +166,13 @@
nymphs++
D.forceMove(T)
transfer_languages(src, D, WHITELISTED|RESTRICTED)
D.set_dir(pick(NORTH, SOUTH, EAST, WEST))
D.setDir(pick(NORTH, SOUTH, EAST, WEST))
if(nymphs < number_of_resulting_nymphs)
for(var/i in nymphs to (number_of_resulting_nymphs - 1))
var/mob/M = new /mob/living/carbon/alien/diona(T)
transfer_languages(src, M, WHITELISTED|RESTRICTED)
M.set_dir(pick(NORTH, SOUTH, EAST, WEST))
M.setDir(pick(NORTH, SOUTH, EAST, WEST))
for(var/obj/item/W in src)

View File

@@ -72,7 +72,7 @@ var/global/list/sparring_attack_cache = list()
else
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
if(prob(50))
target.set_dir(reverse_dir[target.dir])
target.setDir(reverse_dir[target.dir])
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
if(BP_GROIN)
target.visible_message("<span class='warning'>[target] looks like [TT.he] [TT.is] in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>") // I see no easy way to fix this for non-organic or neuter characters.

View File

@@ -78,7 +78,7 @@
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
stance_step++
found_mob = 1
src.set_dir(get_dir(src,target_mob)) //Keep staring at the mob
src.setDir(get_dir(src,target_mob)) //Keep staring at the mob
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )

View File

@@ -143,7 +143,7 @@
. = 1 //already friends, but show success anyways
if(.)
set_dir(get_dir(src, friend))
setDir(get_dir(src, friend))
visible_emote(pick("nuzzles [friend].",
"brushes against [friend].",
"rubs against [friend].",

View File

@@ -74,15 +74,15 @@
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
set_dir(WEST)
setDir(WEST)
else if (movement_target.loc.x > src.x)
set_dir(EAST)
setDir(EAST)
else if (movement_target.loc.y < src.y)
set_dir(SOUTH)
setDir(SOUTH)
else if (movement_target.loc.y > src.y)
set_dir(NORTH)
setDir(NORTH)
else
set_dir(SOUTH)
setDir(SOUTH)
if(isturf(movement_target.loc) )
UnarmedAttack(movement_target)
@@ -93,7 +93,7 @@
visible_emote(pick("dances around","chases their tail"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
set_dir(i)
setDir(i)
sleep(1)
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
@@ -108,7 +108,7 @@
M.show_message("<font color='blue'>[user] baps [name] on the nose with the rolled up [O]</font>")
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2))
set_dir(i)
setDir(i)
sleep(1)
else
..()
@@ -204,7 +204,7 @@
visible_emote(pick("dances around","chases her tail"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
set_dir(i)
setDir(i)
sleep(1)
//Technically this should be like, its own file or something or a subset of dog but whatever. Not a coder.

View File

@@ -155,7 +155,7 @@
set src in view(1)
if(friend && usr == friend)
set_dir(get_dir(src, friend))
setDir(get_dir(src, friend))
say("Yap!")
return
@@ -165,7 +165,7 @@
friend = usr
set_dir(get_dir(src, friend))
setDir(get_dir(src, friend))
say("Yap!")
/obj/item/weapon/reagent_containers/food/snacks/meat/fox

View File

@@ -74,7 +74,7 @@
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
icon_state = "spacewormhead[previous?1:0]"
if(previous)
set_dir(get_dir(previous,src))
setDir(get_dir(previous,src))
else
icon_state = "spacewormheaddead"
@@ -128,7 +128,7 @@
icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
else //tail
icon_state = "spacewormtail"
set_dir(get_dir(src,next)) //next will always be present since it's not a head and if it's dead, it goes in the other if branch
setDir(get_dir(src,next)) //next will always be present since it's not a head and if it's dead, it goes in the other if branch
else
icon_state = "spacewormdead"

View File

@@ -38,7 +38,7 @@
slot_info["[inv_box.slot_id]"] = inv_box.screen_loc
if(slot_data["dir"])
inv_box.set_dir(slot_data["dir"])
inv_box.setDir(slot_data["dir"])
if(slot_data["toggle"])
other += inv_box

View File

@@ -776,9 +776,9 @@
/mob/proc/facedir(var/ndir)
if(!canface() || (client && (client.moving || (world.time < client.move_delay))))
return 0
set_dir(ndir)
setDir(ndir)
if(buckled && buckled.buckle_movable)
buckled.set_dir(ndir)
buckled.setDir(ndir)
if(client)
client.move_delay += movement_delay()
return 1
@@ -1058,15 +1058,15 @@ mob/proc/yank_out_object()
if(newdir == facing_dir)
facing_dir = null
else if(newdir)
set_dir(newdir)
setDir(newdir)
facing_dir = newdir
else if(facing_dir)
facing_dir = null
else
set_dir(dir)
setDir(dir)
facing_dir = dir
/mob/set_dir()
/mob/setDir()
if(facing_dir)
if(!canface() || lying || buckled || restrained())
facing_dir = null

View File

@@ -191,7 +191,7 @@
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
if(force_down)
affecting.set_dir(SOUTH) //face up
affecting.setDir(SOUTH) //face up
return
var/shift = 0
var/adir = get_dir(assailant, affecting)
@@ -201,18 +201,18 @@
shift = 8
if(dancing) //look at partner
shift = 10
assailant.set_dir(get_dir(assailant, affecting))
assailant.setDir(get_dir(assailant, affecting))
if(GRAB_AGGRESSIVE)
shift = 12
if(GRAB_NECK, GRAB_UPGRADING)
shift = -10
adir = assailant.dir
affecting.set_dir(assailant.dir)
affecting.setDir(assailant.dir)
affecting.loc = assailant.loc
if(GRAB_KILL)
shift = 0
adir = 1
affecting.set_dir(SOUTH) //face up
affecting.setDir(SOUTH) //face up
affecting.loc = assailant.loc
switch(adir)
@@ -265,7 +265,7 @@
assailant.visible_message("<span class='warning'>[assailant] has reinforced [TU.his] grip on [affecting] (now neck)!</span>")
state = GRAB_NECK
icon_state = "grabbed+1"
assailant.set_dir(get_dir(assailant, affecting))
assailant.setDir(get_dir(assailant, affecting))
add_attack_logs(assailant,affecting,"Neck grabbed")
hud.icon_state = "kill"
hud.name = "kill"
@@ -279,7 +279,7 @@
add_attack_logs(assailant,affecting,"Strangled")
affecting.setClickCooldown(10)
affecting.AdjustLosebreath(1)
affecting.set_dir(WEST)
affecting.setDir(WEST)
adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.

View File

@@ -146,8 +146,8 @@
target.Weaken(3)
target.lying = 1
step_to(attacker, target)
attacker.set_dir(EAST) //face the victim
target.set_dir(SOUTH) //face up
attacker.setDir(EAST) //face the victim
target.setDir(SOUTH) //face up
/obj/item/weapon/grab/proc/devour(mob/target, mob/user)
var/can_eat

View File

@@ -161,7 +161,7 @@
. = ..()
if(direct != olddir)
dir = olddir
set_dir(direct)
setDir(direct)
src.move_speed = world.time - src.l_move_time
src.l_move_time = world.time
@@ -367,7 +367,7 @@
for (var/obj/item/weapon/grab/G in mob)
if (G.state == GRAB_NECK)
mob.set_dir(reverse_dir[direct])
mob.setDir(reverse_dir[direct])
G.adjust_position()
for (var/obj/item/weapon/grab/G in mob.grabbed_by)
G.adjust_position()

View File

@@ -392,7 +392,7 @@
// Moving wheelchair if they have one
if(character.buckled && istype(character.buckled, /obj/structure/bed/chair/wheelchair))
character.buckled.loc = character.loc
character.buckled.set_dir(character.dir)
character.buckled.setDir(character.dir)
ticker.mode.latespawn(character)

View File

@@ -88,9 +88,9 @@ obj/machinery/atmospherics/pipe/zpipe/proc/burst()
obj/machinery/atmospherics/pipe/zpipe/proc/normalize_dir()
if(dir == (NORTH|SOUTH))
set_dir(NORTH)
setDir(NORTH)
else if(dir == (EAST|WEST))
set_dir(EAST)
setDir(EAST)
obj/machinery/atmospherics/pipe/zpipe/Destroy()
if(node1)

View File

@@ -107,10 +107,10 @@
if(shadow)
shadow.sync_icon(src)
/mob/set_dir(new_dir)
/mob/setDir(new_dir)
. = ..()
if(shadow)
shadow.set_dir(new_dir)
shadow.setDir(new_dir)
// Transfer messages about what we are doing to upstairs
/mob/visible_message(var/message, var/self_message, var/blind_message)

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