mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 11:38:12 +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>
This commit is contained in:
@@ -15,7 +15,7 @@
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if(istype(W, /obj/item/weapon/wrench))
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var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
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playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
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C.dir = dir
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C.set_dir(dir)
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part.loc = loc
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part.master = null
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part = null
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@@ -170,14 +170,14 @@
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/obj/structure/stool/bed/chair/janicart/New()
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handle_rotation()
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create_reagents(100)
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update_layer()
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/obj/structure/stool/bed/chair/janicart/examine(mob/user)
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if(!..(user, 1))
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return
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user << "\icon[src] This [callme] contains [reagents.total_volume] unit\s of water!"
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if(mybag)
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user << "\A [mybag] is hanging on the [callme]."
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@@ -215,7 +215,6 @@
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if(istype(user.l_hand, /obj/item/key) || istype(user.r_hand, /obj/item/key))
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step(src, direction)
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update_mob()
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handle_rotation()
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else
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user << "<span class='notice'>You'll need the keys in one of your hands to drive this [callme].</span>"
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@@ -238,13 +237,20 @@
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"<span class='notice'>You climb onto the [callme]!</span>")
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M.buckled = src
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M.loc = loc
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M.dir = dir
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M.set_dir(dir)
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M.update_canmove()
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buckled_mob = M
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update_mob()
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add_fingerprint(user)
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/obj/structure/stool/bed/chair/janicart/update_layer()
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if(dir == SOUTH)
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layer = FLY_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/stool/bed/chair/janicart/unbuckle()
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if(buckled_mob)
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buckled_mob.pixel_x = 0
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@@ -252,12 +258,9 @@
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..()
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/obj/structure/stool/bed/chair/janicart/handle_rotation()
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if(dir == SOUTH)
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layer = FLY_LAYER
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else
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layer = OBJ_LAYER
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/obj/structure/stool/bed/chair/janicart/set_dir()
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..()
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update_layer()
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if(buckled_mob)
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if(buckled_mob.loc != loc)
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buckled_mob.buckled = null //Temporary, so Move() succeeds.
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@@ -268,7 +271,7 @@
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/obj/structure/stool/bed/chair/janicart/proc/update_mob()
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if(buckled_mob)
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buckled_mob.dir = dir
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buckled_mob.set_dir(dir)
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switch(dir)
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if(SOUTH)
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buckled_mob.pixel_x = 0
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@@ -77,7 +77,7 @@
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.connected.loc
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src.connected.icon_state = "morguet"
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src.connected.dir = src.dir
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src.connected.set_dir(src.dir)
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else
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//src.connected = null
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del(src.connected)
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@@ -56,7 +56,7 @@
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"<span class='notice'>You hear squelching...</span>")
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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M.set_dir(src.dir)
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M.update_canmove()
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M.pixel_y = 6
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M.old_y = 6
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@@ -33,9 +33,6 @@
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manual_unbuckle(user)
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return
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/obj/structure/stool/bed/proc/handle_rotation()
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return
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/obj/structure/stool/bed/MouseDrop(atom/over_object)
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return
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@@ -104,7 +101,7 @@
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"You hear metal clanking")
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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M.set_dir(src.dir)
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M.update_canmove()
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src.buckled_mob = M
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src.add_fingerprint(user)
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@@ -11,7 +11,7 @@
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/obj/structure/stool/bed/chair/New()
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..()
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spawn(3) //sorry. i don't think there's a better way to do this.
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handle_rotation()
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update_layer()
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return
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/obj/structure/stool/bed/chair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -24,7 +24,7 @@
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user.drop_item()
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var/obj/structure/stool/bed/chair/e_chair/E = new /obj/structure/stool/bed/chair/e_chair(src.loc)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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E.dir = dir
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E.set_dir(dir)
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E.part = SK
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SK.loc = E
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SK.master = E
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@@ -37,13 +37,17 @@
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rotate()
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return
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/obj/structure/stool/bed/chair/handle_rotation() //making this into a seperate proc so office chairs can call it on Move()
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/obj/structure/stool/bed/chair/proc/update_layer()
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if(src.dir == NORTH)
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src.layer = FLY_LAYER
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else
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src.layer = OBJ_LAYER
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/obj/structure/stool/bed/chair/set_dir()
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..()
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update_layer()
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if(buckled_mob)
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buckled_mob.dir = dir
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buckled_mob.set_dir(dir)
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/obj/structure/stool/bed/chair/verb/rotate()
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set name = "Rotate Chair"
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@@ -51,8 +55,7 @@
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set src in oview(1)
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if(config.ghost_interaction)
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src.dir = turn(src.dir, 90)
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handle_rotation()
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src.set_dir(turn(src.dir, 90))
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return
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else
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if(istype(usr,/mob/living/simple_animal/mouse))
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@@ -62,8 +65,7 @@
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if(usr.stat || usr.restrained())
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return
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src.dir = turn(src.dir, 90)
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handle_rotation()
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src.set_dir(turn(src.dir, 90))
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return
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/obj/structure/stool/bed/chair/MouseDrop_T(mob/M as mob, mob/user as mob)
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@@ -142,7 +144,6 @@
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Bump(O)
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else
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unbuckle()
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handle_rotation()
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/obj/structure/stool/bed/chair/office/Bump(atom/A)
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..()
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@@ -10,12 +10,13 @@
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var/bloodiness
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/obj/structure/stool/bed/chair/wheelchair/handle_rotation()
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/obj/structure/stool/bed/chair/wheelchair/set_dir()
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..()
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overlays = null
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var/image/O = image(icon = 'icons/obj/objects.dmi', icon_state = "w_overlay", layer = FLY_LAYER, dir = src.dir)
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overlays += O
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if(buckled_mob)
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buckled_mob.dir = dir
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buckled_mob.set_dir(dir)
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/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
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// Redundant check?
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@@ -64,8 +65,7 @@
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step(src, direction)
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if(buckled_mob) // Make sure it stays beneath the occupant
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Move(buckled_mob.loc)
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dir = direction
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handle_rotation()
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set_dir(direction)
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if(pulling) // Driver
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if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
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pulling.loc = T
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@@ -74,7 +74,7 @@
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if(get_dist(src, pulling) > 1) // We are too far away? Losing control.
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pulling = null
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user.pulledby = null
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pulling.dir = get_dir(pulling, src) // When everything is right, face the wheelchair
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pulling.set_dir(get_dir(pulling, src)) // When everything is right, face the wheelchair
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if(bloodiness)
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create_track()
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driving = 0
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@@ -101,7 +101,6 @@
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else
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if (occupant && (src.loc != occupant.loc))
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src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
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handle_rotation()
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/obj/structure/stool/bed/chair/wheelchair/attack_hand(mob/user as mob)
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if (pulling)
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@@ -122,7 +121,7 @@
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usr.pulledby = src
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if(usr.pulling)
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usr.stop_pulling()
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usr.dir = get_dir(usr, src)
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usr.set_dir(get_dir(usr, src))
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usr << "You grip \the [name]'s handles."
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else
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if(usr != pulling)
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@@ -176,14 +175,14 @@
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var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
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var/newdir = get_dir(get_step(loc, dir), loc)
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if(newdir == dir)
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B.dir = newdir
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B.set_dir(newdir)
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else
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newdir = newdir | dir
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if(newdir == 3)
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newdir = 1
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else if(newdir == 12)
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newdir = 4
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B.dir = newdir
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B.set_dir(newdir)
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bloodiness--
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/obj/structure/stool/bed/chair/wheelchair/buckle_mob(mob/M as mob, mob/user as mob)
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@@ -250,9 +250,9 @@
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if(6)
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icon_state = "tabledir3"
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if (dir_sum in list(1,2,4,8,5,6,9,10))
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dir = dir_sum
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set_dir(dir_sum)
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else
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dir = 2
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set_dir(2)
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/obj/structure/table/attack_tk() // no telehulk sorry
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return
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@@ -445,7 +445,7 @@
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spawn(0)
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A.throw_at(pick(targets),1,1)
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dir = direction
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set_dir(direction)
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if(dir != NORTH)
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layer = 5
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climbable = 0 //flipping tables allows them to be used as makeshift barriers
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@@ -170,7 +170,7 @@ obj/structure/ex_act(severity)
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nexttube = tube
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break
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if(!nexttube)
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pod.dir = turn(pod.dir, 180)
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pod.set_dir(turn(pod.dir, 180))
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if(icon_state == "closed" && pod)
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pod.follow_tube()
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@@ -320,13 +320,13 @@ obj/structure/ex_act(severity)
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break
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if(current_tube == null)
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dir = next_dir
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set_dir(next_dir)
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Move(get_step(loc, dir)) // Allow collisions when leaving the tubes.
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break
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last_delay = current_tube.enter_delay(src, next_dir)
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sleep(last_delay)
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dir = next_dir
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set_dir(next_dir)
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loc = next_loc // When moving from one tube to another, skip collision and such.
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density = current_tube.density
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@@ -429,14 +429,14 @@ obj/structure/ex_act(severity)
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station.open_animation()
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else if(direction in station.directions())
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dir = direction
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set_dir(direction)
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station.launch_pod()
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return
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for(var/obj/structure/transit_tube/tube in loc)
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if(dir in tube.directions())
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if(tube.has_exit(direction))
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dir = direction
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set_dir(direction)
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return
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@@ -32,9 +32,9 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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anchored = 0
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switch(start_dir)
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if(NORTH, SOUTH, EAST, WEST)
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dir = start_dir
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set_dir(start_dir)
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else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
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dir = NORTH
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set_dir(NORTH)
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update_nearby_tiles(need_rebuild=1)
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@@ -220,7 +220,7 @@ obj/structure/windoor_assembly/Del()
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.set_dir(src.dir)
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windoor.density = 0
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if(src.electronics.one_access)
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@@ -238,7 +238,7 @@ obj/structure/windoor_assembly/Del()
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.set_dir(src.dir)
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windoor.density = 0
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if(src.electronics.one_access)
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@@ -272,7 +272,7 @@ obj/structure/windoor_assembly/Del()
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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src.set_dir(turn(src.dir, 270))
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1)
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@@ -246,7 +246,7 @@
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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dir = turn(dir, 90)
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set_dir(turn(dir, 90))
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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@@ -262,7 +262,7 @@
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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dir = turn(dir, 270)
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set_dir(turn(dir, 270))
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// updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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@@ -292,7 +292,7 @@
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anchored = 0
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if (start_dir)
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dir = start_dir
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set_dir(start_dir)
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health = maxhealth
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@@ -313,7 +313,7 @@
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var/ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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..()
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dir = ini_dir
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set_dir(ini_dir)
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update_nearby_tiles(need_rebuild=1)
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//checks if this window is full-tile one
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Reference in New Issue
Block a user