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Fix the lobby art not fading out (#91637)
## About The Pull Request ports a fix from https://github.com/Monkestation/Monkestation2.0/pull/6991 https://github.com/tgstation/tgstation/pull/76772 accidentally broke most instances of using `/atom/movable/screen/splash`, bc now the client needs to be third instead of second argument to `new /atom/movable/screen/splash`... yeah. <details> <summary><h3>pre-fix video clip</h3></summary> https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207 </details> <details> <summary><h3>post-fix video clip</h3></summary> https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d </details> ## Why It's Good For The Game bugfix good ## Changelog 🆑 fix: The lobby art properly fades out during roundstart, latejoin, and server restart again. /🆑
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@@ -502,7 +502,7 @@ SUBSYSTEM_DEF(ticker)
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qdel(player)
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ADD_TRAIT(living, TRAIT_NO_TRANSFORM, SS_TICKER_TRAIT)
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if(living.client)
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var/atom/movable/screen/splash/fade_out = new(null, living.client, TRUE)
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var/atom/movable/screen/splash/fade_out = new(null, null, living.client, TRUE)
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fade_out.Fade(TRUE)
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living.client.init_verbs()
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livings += living
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@@ -59,7 +59,7 @@ SUBSYSTEM_DEF(title)
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for(var/thing in GLOB.clients)
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if(!thing)
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continue
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var/atom/movable/screen/splash/S = new(null, thing, FALSE)
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var/atom/movable/screen/splash/S = new(null, null, thing, FALSE)
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S.Fade(FALSE,FALSE)
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/datum/controller/subsystem/title/Recover()
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