mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
277 lines
7.7 KiB
Plaintext
277 lines
7.7 KiB
Plaintext
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// Basic transit tubes. Straight pieces, curved sections,
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// and basic splits/joins (no routing logic).
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// Mappers: you can use "Generate Instances from Icon-states"
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// to get the different pieces.
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/obj/structure/transit_tube
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name = "transit tube"
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desc = "A pneumatic tube that brings you from here to there."
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icon = 'icons/obj/pipes/transit_tube.dmi'
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icon_state = "straight"
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density = FALSE
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layer = 3.1
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anchored = TRUE
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var/list/tube_dirs = null
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var/exit_delay = 1
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var/enter_delay = 0
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var/uninstalled_type = /obj/structure/transit_tube_construction/straight
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/obj/structure/transit_tube/Initialize(mapload, new_direction)
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. = ..()
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if(new_direction)
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setDir(new_direction)
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// set up our appearance after the initialize in case someone's setting our direction afterwards
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// (especially for things like admin spawning)
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addtimer(CALLBACK(src, PROC_REF(setup_appearance)), 1)
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/obj/structure/transit_tube/proc/setup_appearance()
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init_tube_dirs()
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update_appearance()
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/obj/structure/transit_tube/Destroy()
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for(var/obj/structure/transit_tube_pod/P in loc)
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P.empty_pod()
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return ..()
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/obj/structure/transit_tube/CanPass(atom/movable/mover, border_dir)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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return !density
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// When destroyed by explosions, properly handle contents.
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/obj/structure/transit_tube/ex_act(severity)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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AM.ex_act(severity++)
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deconstruct(disassembled = FALSE)
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if(EXPLODE_HEAVY)
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if(prob(50))
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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AM.ex_act(severity++)
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deconstruct(disassembled = FALSE)
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if(EXPLODE_LIGHT)
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return
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// Called to check if a pod should stop upon entering this tube.
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/obj/structure/transit_tube/proc/should_stop_pod(obj/structure/transit_tube_pod/pod, from_dir)
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return FALSE
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// Called when a pod stops in this tube section.
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/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
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return
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// Returns a /list of directions this tube section can connect to.
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// Tubes that have some sort of logic or changing direction might
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// override it with additional logic.
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/obj/structure/transit_tube/proc/directions()
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return tube_dirs
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/obj/structure/transit_tube/proc/has_entrance(from_dir)
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from_dir = turn(from_dir, 180)
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for(var/direction in directions())
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if(direction == from_dir)
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return TRUE
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return FALSE
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/obj/structure/transit_tube/proc/has_exit(in_dir)
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for(var/direction in directions())
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if(direction == in_dir)
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return TRUE
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return FALSE
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// Searches for an exit direction within 45 degrees of the
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// specified dir. Returns that direction, or 0 if none match.
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/obj/structure/transit_tube/proc/get_exit(in_dir)
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var/near_dir = 0
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var/in_dir_cw = turn(in_dir, -45)
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var/in_dir_ccw = turn(in_dir, 45)
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for(var/direction in directions())
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if(direction == in_dir)
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return direction
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else if(direction == in_dir_cw)
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near_dir = direction
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else if(direction == in_dir_ccw)
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near_dir = direction
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return near_dir
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// Return how many BYOND ticks to wait before entering/exiting
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// the tube section. Default action is to return the value of
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// a var, which wouldn't need a proc, but it makes it possible
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// for later tube types to interact in more interesting ways
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// such as being very fast in one direction, but slow in others
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/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
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return exit_delay
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/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
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return enter_delay
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/obj/structure/transit_tube/proc/init_tube_dirs()
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switch(dir)
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if(NORTH, SOUTH)
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tube_dirs = list(NORTH, SOUTH)
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if(EAST, WEST)
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tube_dirs = list(EAST, WEST)
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/obj/structure/transit_tube/update_overlays()
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. = ..()
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for(var/direction in directions())
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if(!IS_DIR_DIAGONAL(direction))
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. += create_tube_overlay(direction)
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continue
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if(!(direction & NORTH))
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continue
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. += create_tube_overlay(direction ^ (NORTH|SOUTH), NORTH)
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if(direction & EAST)
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. += create_tube_overlay(direction ^ (EAST|WEST), EAST)
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else
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. += create_tube_overlay(direction ^ (EAST|WEST), WEST)
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/obj/structure/transit_tube/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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to_chat(user, "<span class='notice'>You must uninstall [src] before disassembling it!</span>")
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/obj/structure/transit_tube/screwdriver_act(mob/living/user, obj/item/I)
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var/obj/structure/transit_tube_construction/construction = new uninstalled_type(get_turf(src))
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if(!istype(construction))
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CRASH("expected [construction] to be a transit_tube construction")
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. = TRUE
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var/leaf = copytext("[type]", (findlasttext("[type]", "/") + 1))
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construction.dir = dir
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if(leaf == "flipped")
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construction.flip()
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user.visible_message("<span class='notice'>[user] uninstalls [src].</span>")
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qdel(src)
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/obj/structure/transit_tube/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT) && !disassembled)
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playsound(src, "shatter", 70, TRUE)
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new /obj/effect/decal/cleanable/glass(loc)
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qdel(src)
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/obj/structure/transit_tube/proc/create_tube_overlay(direction, shift_dir)
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// We use image() because a mutable appearance will have its dir mirror the parent which sort of fucks up what we're doing here
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var/image/tube_overlay = image(icon, dir = direction)
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if(shift_dir)
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tube_overlay.icon_state = "decorative_diag"
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switch(shift_dir)
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if(NORTH)
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tube_overlay.pixel_y = 32
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if(SOUTH)
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tube_overlay.pixel_y = -32
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if(EAST)
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tube_overlay.pixel_x = 32
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if(WEST)
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tube_overlay.pixel_x = -32
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else
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tube_overlay.icon_state = "decorative"
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tube_overlay.overlays += emissive_blocker(icon, tube_overlay.icon_state, src)
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return tube_overlay
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//Some of these are mostly for mapping use
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/obj/structure/transit_tube/horizontal
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dir = WEST
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/obj/structure/transit_tube/diagonal
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icon_state = "diagonal"
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uninstalled_type = /obj/structure/transit_tube_construction/diagonal
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/obj/structure/transit_tube/diagonal/init_tube_dirs()
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switch(dir)
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if(NORTH)
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tube_dirs = list(NORTHEAST, SOUTHWEST)
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if(SOUTH)
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tube_dirs = list(NORTHEAST, SOUTHWEST)
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if(EAST)
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tube_dirs = list(NORTHWEST, SOUTHEAST)
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if(WEST)
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tube_dirs = list(NORTHWEST, SOUTHEAST)
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//mostly for mapping use
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/obj/structure/transit_tube/diagonal/topleft
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dir = WEST
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/obj/structure/transit_tube/curved
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icon_state = "curved0"
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uninstalled_type = /obj/structure/transit_tube_construction/curved
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/obj/structure/transit_tube/curved/init_tube_dirs()
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switch(dir)
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if(NORTH)
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tube_dirs = list(NORTH, SOUTHWEST)
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if(SOUTH)
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tube_dirs = list(SOUTH, NORTHEAST)
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if(EAST)
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tube_dirs = list(EAST, NORTHWEST)
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if(WEST)
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tube_dirs = list(SOUTHEAST, WEST)
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/obj/structure/transit_tube/curved/flipped
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icon_state = "curved1"
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/obj/structure/transit_tube/curved/flipped/init_tube_dirs()
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switch(dir)
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if(NORTH)
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tube_dirs = list(NORTH, SOUTHEAST)
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if(SOUTH)
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tube_dirs = list(SOUTH, NORTHWEST)
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if(EAST)
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tube_dirs = list(EAST, SOUTHWEST)
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if(WEST)
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tube_dirs = list(NORTHEAST, WEST)
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/obj/structure/transit_tube/junction
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icon_state = "junction0"
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uninstalled_type = /obj/structure/transit_tube_construction/junction
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/obj/structure/transit_tube/junction/init_tube_dirs()
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switch(dir)
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if(NORTH)
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tube_dirs = list(NORTH, SOUTHEAST, SOUTHWEST)//ending with the prefered direction
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if(SOUTH)
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tube_dirs = list(SOUTH, NORTHWEST, NORTHEAST)
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if(EAST)
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tube_dirs = list(EAST, SOUTHWEST, NORTHWEST)
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if(WEST)
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tube_dirs = list(WEST, NORTHEAST, SOUTHEAST)
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/obj/structure/transit_tube/junction/flipped
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icon_state = "junction1"
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/obj/structure/transit_tube/junction/flipped/init_tube_dirs()
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switch(dir)
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if(NORTH)
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tube_dirs = list(NORTH, SOUTHWEST, SOUTHEAST)//ending with the prefered direction
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if(SOUTH)
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tube_dirs = list(SOUTH, NORTHEAST, NORTHWEST)
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if(EAST)
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tube_dirs = list(EAST, NORTHWEST, SOUTHWEST)
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if(WEST)
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tube_dirs = list(WEST, SOUTHEAST, NORTHEAST)
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