Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
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@@ -71,6 +71,12 @@
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_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
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)
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//returns turfs within our projected rectangle in no particular order
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/obj/docking_port/proc/return_turfs()
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1],L[2],z)
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var/turf/T1 = locate(L[3],L[4],z)
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return block(T0,T1)
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//returns turfs within our projected rectangle in a specific order.
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//this ensures that turfs are copied over in the same order, regardless of any rotation
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@@ -535,7 +541,7 @@
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continue
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for(var/thing in oldT) //Needs to be this kind of loop in case, because of shuttle rotation shenanigans, the destination turf is the same as the source turf
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var/atom/movable/moving_atom = thing
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moving_atom.onShuttleMove(newT, oldT, rotation, movement_force, movement_direction) //atoms
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moving_atom.onShuttleMove(newT, oldT, rotation, movement_force, movement_direction, old_dock) //atoms
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moved_atoms += moving_atom
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oldT.onShuttleMove(newT, turf_type, baseturf_type, rotation, movement_force, movement_direction) //turfs
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var/area/shuttle_area = oldT.loc
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