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https://github.com/VOREStation/VOREStation.git
synced 2026-08-21 19:19:12 +01:00
Windows now rotate correctly with client.dir
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@@ -239,6 +239,7 @@
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if(istype(W, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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update_nearby_icons()
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playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
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user << (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>")
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else if(reinf && state == 0)
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@@ -337,7 +338,11 @@
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/obj/structure/window/Destroy()
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density = 0
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update_nearby_tiles()
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update_nearby_icons()
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var/turf/location = loc
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loc = null
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for(var/obj/structure/window/W in orange(location, 1))
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W.update_icon()
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loc = location
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..()
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@@ -357,35 +362,31 @@
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//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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for(var/direction in cardinal)
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for(var/obj/structure/window/W in get_step(src,direction) )
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W.update_icon()
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for(var/obj/structure/window/W in orange(src, 1))
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W.update_icon()
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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//This spawn is here so windows get properly updated when one gets deleted.
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spawn(2)
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if(!src) return
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if(!is_fulltile())
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icon_state = "[basestate]"
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return
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var/junction = 0 //will be used to determine from which side the window is connected to other windows
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if(anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if(W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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if(abs(x-W.x)-abs(y-W.y) ) //doesn't count windows, placed diagonally to src
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junction |= get_dir(src,W)
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if(opacity)
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icon_state = "[basestate][junction]"
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else
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if(reinf)
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icon_state = "[basestate][junction]"
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else
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icon_state = "[basestate][junction]"
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overlays.Cut()
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if(!is_fulltile())
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icon_state = "[basestate]"
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return
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var/list/dirs = list()
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if(anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if(W.anchored && W.density && W.type == src.type && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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dirs += get_dir(src, W)
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var/list/connections = dirs_to_corner_states(dirs)
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icon_state = ""
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for(var/i = 1 to 4)
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var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
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overlays += I
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return
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/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 800)
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