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[MIRROR] Fixes beams rendering below mobs by default. The fishing line is no longer emissive. [MDB IGNORE] (#23876)
* Fixes beams rendering below mobs by default. The fishing line is no longer emissive. (#78170) ## About The Pull Request That of beams being layered below mobs has been a minor issue ever since that mess that is FoV was implemented (with the exception of chain lighting of the 'lighting' holoparasite type). I'm changing the plane of beams to GAME_PLANE_UPPER_FOV_HIDDEN along a couple other things. ## Why It's Good For The Game Re-read the above section, also fishing lines shouldn't generally glow in the dark like very thin lightsabers, and them being layered below mobs has always been a peeve to me. ## Changelog 🆑 fix: Fixed beams rendering below mobs by default. fix: The fishing line beam is no longer emissive (it doesn't glow in the dark). /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Fixes beams rendering below mobs by default. The fishing line is no longer emissive. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
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@@ -160,7 +160,7 @@
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if(!istype(user))
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return
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var/beam_color = line?.line_color || default_line_color
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var/datum/beam/fishing_line/fishing_line_beam = new(user, target, icon_state = "fishing_line", beam_color = beam_color, override_target_pixel_y = target_py)
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var/datum/beam/fishing_line/fishing_line_beam = new(user, target, icon_state = "fishing_line", beam_color = beam_color, emissive = FALSE, override_target_pixel_y = target_py)
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fishing_line_beam.lefthand = user.get_held_index_of_item(src) % 2 == 1
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RegisterSignal(fishing_line_beam, COMSIG_BEAM_BEFORE_DRAW, PROC_REF(check_los))
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RegisterSignal(fishing_line_beam, COMSIG_QDELETING, PROC_REF(clear_line))
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@@ -577,6 +577,31 @@
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// Is the fishing rod held in left side hand
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var/lefthand = FALSE
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// Make these inline with final sprites
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var/righthand_s_px = 13
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var/righthand_s_py = 16
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var/righthand_e_px = 18
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var/righthand_e_py = 16
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var/righthand_w_px = -20
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var/righthand_w_py = 18
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var/righthand_n_px = -14
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var/righthand_n_py = 16
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var/lefthand_s_px = -13
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var/lefthand_s_py = 15
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var/lefthand_e_px = 24
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var/lefthand_e_py = 18
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var/lefthand_w_px = -17
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var/lefthand_w_py = 16
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var/lefthand_n_px = 13
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var/lefthand_n_py = 15
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/datum/beam/fishing_line/Start()
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update_offsets(origin.dir)
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. = ..()
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@@ -605,29 +630,3 @@
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if(NORTH)
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override_origin_pixel_x = lefthand ? lefthand_n_px : righthand_n_px
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override_origin_pixel_y = lefthand ? lefthand_n_py : righthand_n_py
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// Make these inline with final sprites
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/datum/beam/fishing_line
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var/righthand_s_px = 13
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var/righthand_s_py = 16
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var/righthand_e_px = 18
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var/righthand_e_py = 16
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var/righthand_w_px = -20
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var/righthand_w_py = 18
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var/righthand_n_px = -14
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var/righthand_n_py = 16
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var/lefthand_s_px = -13
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var/lefthand_s_py = 15
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var/lefthand_e_px = 24
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var/lefthand_e_py = 18
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var/lefthand_w_px = -17
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var/lefthand_w_py = 16
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var/lefthand_n_px = 13
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var/lefthand_n_py = 15
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@@ -1,7 +1,5 @@
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/obj/effect/ebeam/curse_arm
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name = "curse arm"
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layer = LARGE_MOB_LAYER
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plane = GAME_PLANE_UPPER_FOV_HIDDEN
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/obj/projectile/curse_hand
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name = "curse hand"
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