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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
135 lines
4.4 KiB
Plaintext
135 lines
4.4 KiB
Plaintext
/*
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All shuttleRotate procs go here
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If ever any of these procs are useful for non-shuttles, rename it to proc/rotate and move it to be a generic atom proc
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*/
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/************************************Base proc************************************/
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/atom/proc/shuttleRotate(rotation, params=ROTATE_DIR|ROTATE_SMOOTH|ROTATE_OFFSET)
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if(params & ROTATE_DIR)
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//rotate our direction
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setDir(angle2dir(rotation+dir2angle(dir)))
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//resmooth if need be.
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if(params & ROTATE_SMOOTH && smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH(src)
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//rotate the pixel offsets too.
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if((pixel_x || pixel_y) && (params & ROTATE_OFFSET))
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if(rotation < 0)
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rotation += 360
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for(var/turntimes=rotation/90;turntimes>0;turntimes--)
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var/oldPX = pixel_x
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var/oldPY = pixel_y
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pixel_x = oldPY
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pixel_y = (oldPX*(-1))
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/************************************Base /atom/movable proc************************************/
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/atom/movable/shuttleRotate(rotation, params)
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. = ..()
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//rotate the physical bounds and offsets for multitile atoms too. Owerride base "rotate the pixel offsets" for multitile atoms.
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//Owerride non zero bound_x, bound_y, pixel_x, pixel_y to zero.
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//Dont take in account starting bound_x, bound_y, pixel_x, pixel_y.
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//So it can unintentionally shift physical bounds of things that starts with non zero bound_x, bound_y.
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if(((bound_height != world.icon_size) || (bound_width != world.icon_size)) && (bound_x == 0) && (bound_y == 0)) //Dont shift things that have non zero bound_x and bound_y, or it move somewhere. Now it BSA and Gateway.
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pixel_x = dir & (NORTH|EAST) ? -bound_width+world.icon_size : 0
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pixel_y = dir & (NORTH|WEST) ? -bound_width+world.icon_size : 0
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bound_x = pixel_x
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bound_y = pixel_y
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/************************************Turf rotate procs************************************/
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/turf/closed/mineral/shuttleRotate(rotation, params)
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params &= ~ROTATE_OFFSET
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return ..()
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/************************************Mob rotate procs************************************/
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//override to avoid rotating pixel_xy on mobs
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/mob/shuttleRotate(rotation, params)
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params = NONE
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. = ..()
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if(!buckled)
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setDir(angle2dir(rotation+dir2angle(dir)))
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/mob/dead/observer/shuttleRotate(rotation, params)
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. = ..()
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update_appearance()
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/************************************Structure rotate procs************************************/
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/obj/structure/cable/shuttleRotate(rotation, params)
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params &= ~ROTATE_DIR
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. = ..()
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if(d1)
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d1 = angle2dir(rotation+dir2angle(d1))
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if(d2)
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d2 = angle2dir(rotation+dir2angle(d2))
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//d1 should be less than d2 for cable icons to work
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if(d1 > d2)
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var/temp = d1
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d1 = d2
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d2 = temp
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update_appearance()
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//Fixes dpdir on shuttle rotation
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/obj/structure/disposalpipe/shuttleRotate(rotation, params)
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. = ..()
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var/new_dpdir = 0
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for(var/D in GLOB.cardinals)
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if(dpdir & D)
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new_dpdir = new_dpdir | angle2dir(rotation+dir2angle(D))
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dpdir = new_dpdir
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/obj/structure/reflector/shuttleRotate(rotation, params)
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. = ..()
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setAngle(rotation_angle + rotation, TRUE)
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/obj/structure/table/wood/bar/shuttleRotate(rotation, params)
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. = ..()
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boot_dir = angle2dir(rotation + dir2angle(boot_dir))
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/obj/structure/alien/weeds/shuttleRotate(rotation, params)
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params &= ~ROTATE_OFFSET
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return ..()
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/************************************Machine rotate procs************************************/
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/obj/machinery/atmospherics/shuttleRotate(rotation, params)
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var/list/real_node_connect = get_node_connects()
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for(var/i in 1 to device_type)
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real_node_connect[i] = angle2dir(rotation+dir2angle(real_node_connect[i]))
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. = ..()
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set_init_directions()
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var/list/supposed_node_connect = get_node_connects()
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var/list/nodes_copy = nodes.Copy()
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for(var/i in 1 to device_type)
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var/new_pos = supposed_node_connect.Find(real_node_connect[i])
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nodes[new_pos] = nodes_copy[i]
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gateway/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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//prevents shuttles attempting to rotate this since it messes up sprites
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/obj/machinery/gravity_generator/shuttleRotate(rotation, params)
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params = NONE
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return ..()
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/obj/machinery/door/airlock/shuttleRotate(rotation, params)
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. = ..()
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if(cyclelinkeddir)
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cyclelinkeddir = angle2dir(rotation+dir2angle(cyclelinkeddir))
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cyclelinkairlock()
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/obj/machinery/porta_turret/shuttleRotate(rotation, params)
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. = ..()
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if(wall_turret_direction && (params & ROTATE_DIR))
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wall_turret_direction = turn(wall_turret_direction,rotation)
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