Files
Paradise/code/modules/recycling/conveyor2.dm
T
802408a923 Cere-station [100% free lag edition] (#19951)
* change da world

* compile, thanks

* Update cere.dmm

* Update cere.dmm

* ready for test

* use the proper name please

its CERE not ceres.

* stops shuttle from forcibly docking with podbay

* things are now different

Landmark update for job spawns.
More hardsuits in EVA, engi, and atmos.
Disaster counters properly added.
Vault is now more spooky.
Gamma armoury moved to below gulag shuttle.
Sleeping rooms replaced with arcade and swimming pool.
Captains ERP nest deleted.
Tcomms now looks like it was designed by a functional human being.
Mining doesn't need a weird glass box.
Shuffled docking ports at arrivals.
Windows are now reinforced windows.
Mr changs has arrived.

* disposals functions now

* now with 50% more air

* gamma armoury doesn't attempt to become one with gulag shuttle

* disposals net is airless, vault is enclosed in some rock

* standard number of escape pods

* slight fixes

* more bugfixes

* lighting fixes

* divided hallways, added psych office, more cams

* fire alarms, shutters, and fixes

* temporary DME edit to set cere as default map

* fixed shuttle runtime

* this compiles and runs locally, please CI

* fixes hidden double pipe

* more double pipes

* more vents and scrubbers, morgue body delivery

* tweaks to secbot pathing

* various QoL changes

* Medbay expansion, med+arrival maints expansion.

* the definitive air alarm update, and more!

* Departmental emergency EVA suits, signage, tweaks.

* 2 Cryodorms added (oops). Asteroid sound updates.

* Borg cryo, shutters correctly rotated.

* Supply shuttle edit. I like joining the map queue.

* minor fixes, grav gen isolation.

* minor fixes

* Disposal fixes, lighting adjustment

* SabreML feedback changes

* More minor fixes

* More fixes

* NSS Farragus

* (most) floors turn into asteroid sand, not spess

* reverted random file edit, fixed mr teeny

* minor fixes

* big bombs can breach asteroid areas

* Asteroid plating exists, did you know? I do now!

* camera network pass

* walls become sand too on destruction

* lighting pass

* implements feedback, dramatically reduces ores

* yeets ores entirely, sci break room added

* roundstart pads, more solars, bigger departures

* runtimes

* mining resistant rock

* variable names are important

* AoE KA doesnt affect rocks

* actually fix AoE stuff

* now with 1000% more bats

* no sandy cables, a brig exit chute, more head ssu

* mech drills are not pickaxes

* proc rename, perma window, faster sapce bridges

* Brig rework

* robotics changes

* More sci edits

* Rotayshun changes

* dme edit

* Delete cerestation.dm

begone, thot

* temp edit so it loads cere as default

* merge conflicts begone

* decal purge

* map repipe

* removes under-wall pipe adapters

* shuffled maint areas

* dirt purge

* longest bridge rework

* fixes

* PPI feedback

* kitchen does, in fact, need air

* permabrig tweaks

* restores cc changes

* merge part 2

* tag purge

* secret clown HQ got me shook

* SQUASHENING

* solar shuffle

* directional consoles

* remove TM edits due to rotation

* merge conflict part 2

* pod pilot deletion

* cold rock, window tint fixes, etc.

* further red rocks

* further tweaks

* more standardising

* robotics redo

* carpet time

* CI update for cere

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* more squash, corridor cam removal, etc.

* light switches

* minor fixes

* temp cere default

* FOODCART!

* fixes

* no airless no more

* space_hall

* compat pass 1

* make it work

* more changes

* slimmening

* air alarm tweak

* TM commit

* ci tests

* final CI changes?

* squash. squeeze, optimise

* wall vent

* disposals fix, more squeezing

* bugfixes

* false walls

* bedroom culling

* edits and fixes

* tweaks

* changes

* det window

* further tweaks

* Revert "TM commit"

This reverts commit 9e8814937f.

* More TM only changes reverted

* fixes smoothing with falsewalls

* denth changes

* the airlockenning

* cicicici

* CICICICI

* further tweaks

* further tweaks

* reverts weird sand behaviour code from ages ago

* oops

* universal adapter my beloathed

* nanomap moment

* webmap

* cere nanomap

* feedback updates

* updates

* airlock tweaks

* vents and tweaks

* solars moment

* triple APC fix

* south of where?

* airlock helpers

* disposal flap purge

* outpost monitor with actual real networks?

* tweakeroni

* fixes

* fixes

* tweaks

* fixes

* medbay improvements

* power and flaps

* changes

* aa changes

* fixes

* more fixeronies

* fixes!

* reversed

* chemicals

* chem tweaks

* fixes

* shuttle fixes

* holopad pass

* editseditsedits

* lightslightslights

* door

* /obj/machinery/computer/security/telescreen/entertainment

* sonic underground

* actual sonic reference

* Apply suggestions from code review

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* Tsrc

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
2023-01-17 22:23:09 +00:00

572 lines
18 KiB
Plaintext

#define DIRECTION_FORWARDS 1
#define DIRECTION_OFF 0
#define DIRECTION_REVERSED -1
#define IS_OPERATING (operating && can_conveyor_run())
GLOBAL_LIST_INIT(conveyor_belts, list()) //Saves us having to look through the entire machines list for our things
GLOBAL_LIST_INIT(conveyor_switches, list())
//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//Except this is pretty heavily modified so it's more like conveyor2.5
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_stopped_cw"
name = "conveyor belt"
desc = "It's a conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly.<br>\
<span class='notice'>Use a <b>wrench</b> on the belt to rotate it.<br>\
Use a <b>crowbar</b> on the belt to dislodge it.<span>"
layer = CONVEYOR_LAYER // so they appear under stuff but not below stuff like vents
anchored = TRUE
move_force = MOVE_FORCE_DEFAULT
var/operating = FALSE //NB: this can be TRUE while the belt doesn't go
var/forwards // The direction the conveyor sends you in
var/backwards // hopefully self-explanatory
var/clockwise = TRUE // For corner pieces - do we go clockwise or counterclockwise?
var/operable = TRUE // Can this belt actually go?
var/reversed = FALSE // set to TRUE to have the conveyor belt be reversed
var/id // ID of the connected lever network
var/slow_factor = 1 // How slow the items move on the conveyor. MUST be >=1
var/list/affecting = list() // the list of all items that are in the process of being moved
// create a conveyor
/obj/machinery/conveyor/New(loc, new_dir, new_id)
..(loc)
GLOB.conveyor_belts += src
if(new_id)
id = new_id
if(new_dir)
dir = new_dir
update_move_direction()
for(var/I in GLOB.conveyor_switches)
var/obj/machinery/conveyor_switch/S = I
S.link_conveyers(src)
/obj/machinery/conveyor/Destroy()
GLOB.conveyor_belts -= src
return ..()
/obj/machinery/conveyor/setDir(newdir)
. = ..()
update_move_direction()
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/I, mob/user)
if(stat & BROKEN)
return ..()
else if(istype(I, /obj/item/conveyor_switch_construct))
var/obj/item/conveyor_switch_construct/S = I
if(S.id == id)
return ..()
for(var/obj/machinery/conveyor_switch/CS in GLOB.conveyor_switches)
if(CS.id == id)
CS.conveyors -= src
id = S.id
to_chat(user, "<span class='notice'>You link [I] with [src].</span>")
else if(user.a_intent != INTENT_HARM)
if(user.drop_item())
I.forceMove(loc)
else
return ..()
/obj/machinery/conveyor/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!(stat & BROKEN))
var/obj/item/conveyor_construct/C = new(loc)
C.id = id
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You remove [src].</span>")
qdel(src)
/obj/machinery/conveyor/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
set_rotation(user)
update_move_direction()
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user as mob)
user.Move_Pulled(src)
/obj/machinery/conveyor/update_icon_state()
if(IS_OPERATING)
icon_state = "conveyor_started_[clockwise ? "cw" : "ccw"]"
if(reversed)
icon_state += "_r"
else
icon_state = "conveyor_stopped_[clockwise ? "cw" : "ccw"]"
/obj/machinery/conveyor/proc/update_move_direction()
update_icon()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(EAST)
forwards = EAST
backwards = WEST
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = clockwise ? EAST : NORTH
backwards = clockwise ? SOUTH : WEST
if(SOUTHEAST)
forwards = clockwise ? SOUTH : EAST
backwards = clockwise ? WEST : NORTH
if(SOUTHWEST)
forwards = clockwise ? WEST : SOUTH
backwards = clockwise ? NORTH : EAST
if(NORTHWEST)
forwards = clockwise ? NORTH : WEST
backwards = clockwise ? EAST : SOUTH
if(!reversed)
return
var/temporary_direction = forwards
forwards = backwards
backwards = temporary_direction
/obj/machinery/conveyor/proc/set_rotation(mob/user)
dir = turn(reversed ? backwards : forwards, -90) //Fuck it, let's do it this way instead of doing something clever with dir
var/turf/left = get_step(src, turn(dir, 90)) //We need to get conveyors to the right, left, and behind this one to be able to determine if we need to make a corner piece
var/turf/right = get_step(src, turn(dir, -90))
var/turf/back = get_step(src, turn(dir, 180))
to_chat(user, "<span class='notice'>You rotate [src].</span>")
var/obj/machinery/conveyor/CL = locate() in left
var/obj/machinery/conveyor/CR = locate() in right
var/obj/machinery/conveyor/CB = locate() in back
var/link_to_left = FALSE
var/link_to_right = FALSE
var/link_to_back = FALSE
if(CL)
if(CL.id == id && get_step(CL, CL.reversed ? CL.backwards : CL.forwards) == loc)
link_to_left = TRUE
if(CR)
if(CR.id == id && get_step(CR, CR.reversed ? CR.backwards : CR.forwards) == loc)
link_to_right = TRUE
if(CB)
if(CB.id == id && get_step(CB, CB.reversed ? CB.backwards : CB.forwards) == loc)
link_to_back = TRUE
if(link_to_back) //Don't need to do anything because we can assume the conveyor carries on in a line
return
else if(!(link_to_left ^ link_to_right)) //Either no valid conveyors point here, or two point here (making a "junction" with this belt as the middle piece). Either way we don't need a corner
return
if(link_to_right)
dir = turn(dir, 45)
clockwise = TRUE
else if(link_to_left)
dir = turn(dir, -45)
clockwise = FALSE
/obj/machinery/conveyor/power_change()
..()
update_icon()
/obj/machinery/conveyor/process()
if(!IS_OPERATING)
return
use_power(100)
var/new_movables = loc.contents - affecting - src
var/still_stuff_to_move = FALSE
for(var/atom/movable/AM in new_movables)
if(AM.anchored)
continue
still_stuff_to_move = TRUE
// Keep track of the things we area already moving, so that we don't
// spawn hundreds of callbacks for the same thing.
// (they don't behave weirdly or anything, just eat CPU)
affecting.Add(AM)
addtimer(CALLBACK(src, PROC_REF(move_thing), AM), slow_factor)
CHECK_TICK
// Use speedy process only if the belt is actually in use, and use normal process otherwise.
// Saves power - both that of Nanotrasen and of Paradise server.
if(!still_stuff_to_move && speed_process)
makeNormalProcess()
else if(still_stuff_to_move && !speed_process)
makeSpeedProcess()
/obj/machinery/conveyor/Crossed(atom/movable/AM, oldloc)
if(!speed_process && !AM.anchored)
makeSpeedProcess()
..()
/obj/machinery/conveyor/proc/move_thing(atom/movable/AM)
affecting.Remove(AM)
if(move_force < (AM.move_resist))
return
if(AM.anchored)
return
if(AM.loc != loc) // They stepped off the conveyor while we weren't looking
return
var/move_time = 0
if (slow_factor>1) // yes, 1 is special
move_time=CEILING(slow_factor, 2) // yes.
AM.Move(get_step(loc, forwards), forwards, move_time)
/obj/machinery/conveyor/proc/can_conveyor_run()
if(stat & BROKEN)
return FALSE
else if(stat & NOPOWER)
return FALSE
else if(!operable)
return FALSE
return TRUE
// make the conveyor broken and propagate inoperability to any connected conveyor with the same conveyor datum
/obj/machinery/conveyor/proc/make_broken()
stat |= BROKEN
operable = FALSE
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, forwards)
if(C)
C.set_operable(TRUE, id, FALSE)
C = locate() in get_step(src, backwards)
if(C)
C.set_operable(FALSE, id, FALSE)
/obj/machinery/conveyor/proc/set_operable(propagate_forwards, match_id, op) //Sets a conveyor inoperable if ID matches it, and propagates forwards / backwards
if(id != match_id)
return
operable = op
update_icon()
var/obj/machinery/conveyor/C = locate() in get_step(src, propagate_forwards ? forwards : backwards)
if(C)
C.set_operable(propagate_forwards ? TRUE : FALSE, id, op)
// the conveyor control switch
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "This switch controls any and all conveyor belts it is linked to.<br>\
<span class='notice'>Use a <b>multitool</b> to configure.<br>\
Use a <b>crowbar</b> to dislodge it.<br>\
Dislodge the switch and <b>use</b> it on a section of conveyor belt or conveyor placer to link them.</span>"
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
anchored = TRUE
var/id // The unique (hopefully) id of our conveyor network.
var/list/conveyors = list() // Linked conveyors; all have the same `id` as us.
var/one_way = FALSE // Do we go in one direction?
var/position = DIRECTION_OFF // Which way we are toggled right now.
var/reversed = TRUE // If we're in neutral, would we go forwards or backwards next?
var/slow_factor = 1 // How slow the belts should go. Gets copied into connected belts slow_factor.
/obj/machinery/conveyor_switch/New(newloc, new_id)
..(newloc)
GLOB.conveyor_switches += src
if(!id)
id = new_id
for(var/I in GLOB.conveyor_belts)
var/obj/machinery/conveyor/C = I
link_conveyers(C)
/obj/machinery/conveyor_switch/proc/link_conveyers(obj/machinery/conveyor/C)
if(C.id != id)
return
conveyors += C
RegisterSignal(C, COMSIG_PARENT_QDELETING, PROC_REF(unlink_conveyer)) // so it GCs properly
/obj/machinery/conveyor_switch/proc/unlink_conveyer(obj/machinery/conveyor/C)
conveyors -= C
/obj/machinery/conveyor_switch/Destroy()
GLOB.conveyor_switches -= src
return ..()
// update the icon depending on the position
/obj/machinery/conveyor_switch/update_icon_state()
if(!position)
icon_state = "switch-off"
else if(position == DIRECTION_REVERSED)
icon_state = "switch-rev"
else if(position == DIRECTION_FORWARDS)
icon_state = "switch-fwd"
/obj/machinery/conveyor_switch/update_overlays()
. = ..()
if(position == DIRECTION_REVERSED && !(stat & NOPOWER))
. += "redlight"
if(position == DIRECTION_FORWARDS && !(stat & NOPOWER))
. += "greenlight"
/obj/machinery/conveyor_switch/oneway
one_way = TRUE
// attack with hand, switch position
/obj/machinery/conveyor_switch/attack_hand(mob/user)
if(..())
return TRUE
toggle(user)
/obj/machinery/conveyor_switch/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
toggle(user)
/obj/machinery/conveyor_switch/proc/toggle(mob/user)
add_fingerprint(user)
if(!allowed(user) && !user.can_advanced_admin_interact()) //this is in Para but not TG. I don't think there's any which are set anyway.
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(position)
position = DIRECTION_OFF
else
reversed = one_way ? FALSE : !reversed
position = reversed ? DIRECTION_REVERSED : DIRECTION_FORWARDS
update_icon()
broadcast_belt_settings()
// Updates settings for all the conveyors, and all the linked switches to be the same as this one.
/obj/machinery/conveyor_switch/proc/broadcast_belt_settings()
for(var/obj/machinery/conveyor/C in conveyors)
C.operating = abs(position)
C.slow_factor = slow_factor
// Clear the cache. Otherwise, increasing the belt speed might take a while to get noticed.
C.affecting.Cut()
if(C.reversed != reversed)
C.reversed = reversed
C.update_move_direction()
else
C.update_icon()
CHECK_TICK
for(var/I in GLOB.conveyor_switches) // find any switches with same id as this one, and set their positions to match us
var/obj/machinery/conveyor_switch/S = I
if(S == src || S.id != id)
continue
S.position = position
S.one_way = one_way
S.reversed = reversed
S.slow_factor = slow_factor
S.update_icon()
CHECK_TICK
/obj/machinery/conveyor_switch/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/conveyor_switch_construct/C = new(loc, id)
transfer_fingerprints_to(C)
to_chat(user,"<span class='notice'>You detach [src].</span>")
qdel(src)
/obj/machinery/conveyor_switch/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
ui_interact(user)
/obj/machinery/conveyor_switch/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "ConveyorSwitch", name, 350, 150, master_ui, state)
ui.open()
/obj/machinery/conveyor_switch/ui_data(mob/user)
var/list/data = list(
"slowFactor" = slow_factor,
"oneWay" = one_way,
"position" = position
)
return data
/obj/machinery/conveyor_switch/ui_act(action, list/params)
if(..())
return
switch(action)
if("slowFactor")
var/value = text2num(params["value"])
if (value!=null)
slow_factor = clamp(value, 1, 50)
if("toggleOneWay")
if(position != DIRECTION_REVERSED) // If you want to forbid reversing - stop using reverse first!
one_way = !one_way
update_icon()
broadcast_belt_settings()
return TRUE
/obj/machinery/conveyor_switch/power_change()
..()
update_icon()
// CONVEYOR CONSTRUCTION STARTS HERE
/obj/item/conveyor_construct
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_loose"
name = "conveyor belt assembly"
desc = "A conveyor belt assembly, used for the assembly of conveyor belt systems.<br>\
<span class='notice'><b>Use</b> the assembly on the ground to finalize it.<br>\
Use a <b>conveyor belt switch</b> on the assembly to link them.</span>"
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_construct/attackby(obj/item/I, mob/user, params)
..()
if(!istype(I, /obj/item/conveyor_switch_construct))
return
var/obj/item/conveyor_switch_construct/C = I
to_chat(user, "<span class='notice'>You link [src] to [C].</span>")
id = C.id
/obj/item/conveyor_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!isfloorturf(T))
return
if(T == get_turf(user))
to_chat(user, "<span class='notice'>You cannot place [src] under yourself.</span>")
return
if(locate(/obj/machinery/conveyor) in T) //Can't put conveyors beneath conveyors
to_chat(user, "<span class='notice'>There's already a conveyor there!</span>")
return
var/obj/machinery/conveyor/C = new(T, user.dir, id)
transfer_fingerprints_to(C)
qdel(src)
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly. When set up, it'll control any and all conveyor belts it is linked to.<br>\
<span class='notice'><b>Use</b> it on a section of conveyor belt to link them together.<br>\
<b>Use</b> the assembly on the ground to finalize it.<span>"
icon = 'icons/obj/recycling.dmi'
icon_state = "switch"
w_class = WEIGHT_CLASS_BULKY
var/id
/obj/item/conveyor_switch_construct/New(loc, new_id)
..(loc)
if(new_id)
id = new_id
else
id = world.time + rand() //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/afterattack(turf/T, mob/user, proximity)
if(!proximity)
return
if(user.incapacitated())
return
if(!isfloorturf(T))
return
var/found = FALSE
for(var/obj/machinery/conveyor/C in view())
if(C.id == id)
found = TRUE
break
if(!found)
to_chat(user, "<span class='notice'>[src] did not detect any linked conveyor belts in range.</span>")
return
var/obj/machinery/conveyor_switch/NC = new(T, id)
transfer_fingerprints_to(NC)
qdel(src)
/obj/item/conveyor_switch_construct/attackby(obj/item/I, mob/user)
if(!istype(I, /obj/item/conveyor_switch_construct))
return ..()
var/obj/item/conveyor_switch_construct/S = I
id = S.id
to_chat(user, "<span class='notice'>You link the two switch constructs.</span>")
/obj/item/paper/conveyor
name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'"
info = "<h1>Congratulations!</h1><p>You are now the proud owner of the best conveyor set available for space mail order! \
We at Nano-it-up know you love to prepare your own structures without wasting time, so we have devised a special streamlined \
assembly procedure that puts all other mail-order products to shame!</p>\
<p>Firstly, you need to link the conveyor switch assembly to each of the conveyor belt assemblies. After doing so, you simply need to install the belt \
assemblies onto the floor, et voila, belt built. Our special Nano-it-up smart switch will detected any linked assemblies as far as the eye can see! </p>\
<p> Set single directional switches by using your multitool on the switch after you've installed the switch assembly.</p>\
<p> This convenience, you can only have it when you Nano-it-up. Stay nano!</p>"
/obj/machinery/conveyor/counterclockwise
clockwise = FALSE
icon_state = "conveyor_stopped_ccw"
/obj/machinery/conveyor/auto/New(loc, newdir)
..(loc, newdir)
operating = TRUE
update_icon()
/obj/machinery/conveyor/auto/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
//Other types of conveyor, mostly for saving yourself a headache during mapping
/obj/machinery/conveyor/north
dir = NORTH
/obj/machinery/conveyor/northeast
dir = NORTHEAST
/obj/machinery/conveyor/east
dir = EAST
/obj/machinery/conveyor/southeast
dir = SOUTHEAST
/obj/machinery/conveyor/south
dir = SOUTH
/obj/machinery/conveyor/southwest
dir = SOUTHWEST
/obj/machinery/conveyor/west
dir = WEST
/obj/machinery/conveyor/northwest
dir = NORTHWEST
/obj/machinery/conveyor/north/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/east/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southeast/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/south/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/southwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/west/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
/obj/machinery/conveyor/northwest/ccw
icon_state = "conveyor_stopped_ccw"
clockwise = FALSE
#undef DIRECTION_FORWARDS
#undef DIRECTION_OFF
#undef DIRECTION_REVERSED
#undef IS_OPERATING