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/*
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All shuttleRotate procs go here
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If ever any of these procs are useful for non-shuttles, rename it to proc/rotate and move it to be a generic atom proc
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*/
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/************************************Base proc************************************/
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/atom/proc/shuttleRotate(rotation, params=ROTATE_DIR|ROTATE_SMOOTH|ROTATE_OFFSET)
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if(params & ROTATE_DIR)
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//rotate our direction
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setDir(angle2dir(rotation+dir2angle(dir)))
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//resmooth if need be.
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if(smooth && (params & ROTATE_SMOOTH))
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queue_smooth(src)
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//rotate the pixel offsets too.
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if((pixel_x || pixel_y) && (params & ROTATE_OFFSET))
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if(rotation < 0)
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rotation += 360
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for(var/turntimes=rotation/90;turntimes>0;turntimes--)
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var/oldPX = pixel_x
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var/oldPY = pixel_y
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pixel_x = oldPY
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pixel_y = (oldPX*(-1))
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/************************************Turf rotate procs************************************/
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/************************************Mob rotate procs************************************/
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//override to avoid rotating pixel_xy on mobs
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/mob/shuttleRotate(rotation, params)
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params = NONE
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. = ..()
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if(!buckled)
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setDir(angle2dir(rotation+dir2angle(dir)))
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/mob/dead/observer/shuttleRotate(rotation, params)
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. = ..()
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update_icons()
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/************************************Structure rotate procs************************************/
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/obj/structure/cable/shuttleRotate(rotation, params)
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params &= ~ROTATE_DIR
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. = ..()
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if(d1)
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d1 = angle2dir(rotation+dir2angle(d1))
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if(d2)
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d2 = angle2dir(rotation+dir2angle(d2))
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//d1 should be less than d2 for cable icons to work
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if(d1 > d2)
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var/temp = d1
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d1 = d2
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d2 = temp
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update_icon()
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//Fixes dpdir on shuttle rotation
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/obj/structure/disposalpipe/shuttleRotate(rotation, params)
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. = ..()
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var/new_dpdir = 0
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for(var/D in list(NORTH, SOUTH, EAST, WEST))
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if(dpdir & D)
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new_dpdir = new_dpdir | angle2dir(rotation+dir2angle(D))
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dpdir = new_dpdir
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/obj/structure/alien/weeds/shuttleRotate(rotation, params)
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params &= ~ROTATE_OFFSET
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return ..()
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/structure/table/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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/obj/structure/table_frame/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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/************************************Machine rotate procs************************************/
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/*/obj/machinery/atmospherics/shuttleRotate(rotation, params)
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var/list/real_node_connect = getNodeConnects()
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for(var/i in 1 to device_type)
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real_node_connect[i] = angle2dir(rotation+dir2angle(real_node_connect[i]))
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. = ..()
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SetInitDirections()
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var/list/supposed_node_connect = getNodeConnects()
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var/list/nodes_copy = nodes.Copy()
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for(var/i in 1 to device_type)
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var/new_pos = supposed_node_connect.Find(real_node_connect[i])
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nodes[new_pos] = nodes_copy[i]
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*/
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gateway/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gravity_generator/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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/*
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/obj/machinery/door/airlock/shuttleRotate(rotation, params)
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. = ..()
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if(cyclelinkeddir && (params & ROTATE_DIR))
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cyclelinkeddir = angle2dir(rotation+dir2angle(cyclelinkeddir))
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// If we update the linked airlock here, the partner airlock might
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// not be present yet, so don't do that. Just assume we're still
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// partnered with the same airlock as before.
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*/
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