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>
This commit is contained in:
Mloc-Argent
2014-12-01 13:44:02 +00:00
committed by Mloc
parent a1a66870ca
commit 117ca6a135
143 changed files with 480 additions and 480 deletions
+7 -7
View File
@@ -30,7 +30,7 @@
if(!IsValidBiomassLoc(T))
continue
var/obj/effect/biomass/starting = new /obj/effect/biomass(T)
starting.dir = get_dir(src,starting)
starting.set_dir(get_dir(src,starting))
starting.originalRift = src
linkedBiomass += starting
spawn(1) //DEBUG
@@ -53,13 +53,13 @@
return
switch(dir)
if(NORTHWEST)
dir = NORTH
set_dir(NORTH)
if(NORTHEAST)
dir = EAST
set_dir(EAST)
if(SOUTHWEST)
dir = WEST
set_dir(WEST)
if(SOUTHEAST)
dir = SOUTH
set_dir(SOUTH)
sleep(spreadDelay)
Spread()
@@ -93,7 +93,7 @@
var/obj/effect/biomass/newBiomass = new /obj/effect/biomass(get_step(src,direction))
newBiomass.curDistance = curDistance + 1
newBiomass.maxDistance = maxDistance
newBiomass.dir = direction
newBiomass.set_dir(direction)
newBiomass.originalRift = originalRift
newBiomass.icon_state = "[originalRift.newicon]" //DEBUG
originalRift.linkedBiomass += newBiomass
@@ -110,7 +110,7 @@
if(!IsValidBiomassLoc(T,src))
continue
var/obj/effect/biomass/starting = new /obj/effect/biomass(T)
starting.dir = get_dir(src,starting)
starting.set_dir(get_dir(src,starting))
starting.maxDistance = maxDistance
/proc/IsValidBiomassLoc(turf/location,obj/effect/biomass/source = null)
+1 -1
View File
@@ -192,7 +192,7 @@
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
smoke.icon = I
smoke.layer = 6
smoke.dir = pick(cardinal)
smoke.set_dir(pick(cardinal))
smoke.pixel_x = -32 + rand(-8,8)
smoke.pixel_y = -32 + rand(-8,8)
walk_to(smoke, T)
@@ -40,7 +40,7 @@ obj/effect/decal/cleanable/liquid_fuel
icon_state = "mustard"
anchored = 0
New(newLoc, amt = 1, d = 0)
dir = d //Setting this direction means you won't get torched by your own flamethrower.
set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
Spread()
+2 -2
View File
@@ -402,7 +402,7 @@ steam.start() -- spawns the effect
if(istype(T, /turf/space))
var/obj/effect/effect/ion_trails/I = new /obj/effect/effect/ion_trails(src.oldposition)
src.oldposition = T
I.dir = src.holder.dir
I.set_dir(src.holder.dir)
flick("ion_fade", I)
I.icon_state = "blank"
spawn( 20 )
@@ -449,7 +449,7 @@ 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.dir = src.holder.dir
I.set_dir(src.holder.dir)
spawn(10)
I.delete()
src.number--
+1 -1
View File
@@ -28,7 +28,7 @@
..()
dir = CalcDir()
set_dir(CalcDir())
if(!floor)
switch(dir) //offset to make it be on the wall rather than on the floor
+1 -1
View File
@@ -71,7 +71,7 @@
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.dir = predir
AM.set_dir(predir)