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https://github.com/VOREStation/VOREStation.git
synced 2026-08-26 05:27:39 +01:00
refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the way for directional lights. Replaced handle_rotation() on buckly things with this. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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@@ -30,7 +30,7 @@
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if(!IsValidBiomassLoc(T))
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continue
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var/obj/effect/biomass/starting = new /obj/effect/biomass(T)
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starting.dir = get_dir(src,starting)
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starting.set_dir(get_dir(src,starting))
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starting.originalRift = src
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linkedBiomass += starting
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spawn(1) //DEBUG
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@@ -53,13 +53,13 @@
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return
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switch(dir)
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if(NORTHWEST)
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dir = NORTH
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set_dir(NORTH)
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if(NORTHEAST)
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dir = EAST
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set_dir(EAST)
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if(SOUTHWEST)
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dir = WEST
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set_dir(WEST)
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if(SOUTHEAST)
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dir = SOUTH
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set_dir(SOUTH)
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sleep(spreadDelay)
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Spread()
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@@ -93,7 +93,7 @@
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var/obj/effect/biomass/newBiomass = new /obj/effect/biomass(get_step(src,direction))
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newBiomass.curDistance = curDistance + 1
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newBiomass.maxDistance = maxDistance
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newBiomass.dir = direction
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newBiomass.set_dir(direction)
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newBiomass.originalRift = originalRift
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newBiomass.icon_state = "[originalRift.newicon]" //DEBUG
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originalRift.linkedBiomass += newBiomass
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@@ -110,7 +110,7 @@
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if(!IsValidBiomassLoc(T,src))
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continue
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var/obj/effect/biomass/starting = new /obj/effect/biomass(T)
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starting.dir = get_dir(src,starting)
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starting.set_dir(get_dir(src,starting))
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starting.maxDistance = maxDistance
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/proc/IsValidBiomassLoc(turf/location,obj/effect/biomass/source = null)
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@@ -192,7 +192,7 @@
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chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / dist, safety = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
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smoke.icon = I
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smoke.layer = 6
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smoke.dir = pick(cardinal)
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smoke.set_dir(pick(cardinal))
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smoke.pixel_x = -32 + rand(-8,8)
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smoke.pixel_y = -32 + rand(-8,8)
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walk_to(smoke, T)
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@@ -40,7 +40,7 @@ obj/effect/decal/cleanable/liquid_fuel
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icon_state = "mustard"
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anchored = 0
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New(newLoc, amt = 1, d = 0)
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dir = d //Setting this direction means you won't get torched by your own flamethrower.
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set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
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. = ..()
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Spread()
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@@ -402,7 +402,7 @@ steam.start() -- spawns the effect
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if(istype(T, /turf/space))
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var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
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src.oldposition = T
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I.dir = src.holder.dir
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I.set_dir(src.holder.dir)
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flick("ion_fade", I)
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I.icon_state = "blank"
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spawn( 20 )
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@@ -449,7 +449,7 @@ steam.start() -- spawns the effect
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var/obj/effect/effect/steam/I = new /obj/effect/effect/steam(src.oldposition)
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src.number++
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src.oldposition = get_turf(holder)
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I.dir = src.holder.dir
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I.set_dir(src.holder.dir)
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spawn(10)
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I.delete()
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src.number--
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@@ -28,7 +28,7 @@
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..()
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dir = CalcDir()
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set_dir(CalcDir())
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if(!floor)
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switch(dir) //offset to make it be on the wall rather than on the floor
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@@ -71,7 +71,7 @@
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var/predir = AM.dir
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step(AM, direction)
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if(!facedir)
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AM.dir = predir
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AM.set_dir(predir)
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