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[MIRROR] Fixes decals not layering as expected in world [MDB IGNORE] (#20078)
* Fixes decals not layering as expected in world (#74232) ## About The Pull Request They just... were not passing their layer into the element. Stupeeed Rearranges some layers to ensure things work as they do now ## Why It's Good For The Game Closes #74165 Should fix weird decal layering. If it doesn't yell at me. ## Changelog 🆑 fix: Fixes decals layering weird in some cases /🆑 * Fixes decals not layering as expected in world --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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LemonInTheDark
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1dfa169dda
@@ -57,7 +57,7 @@
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var/turf/T = loc
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if(!istype(T)) //you know this will happen somehow
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CRASH("Turf decal initialized in an object/nullspace")
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T.AddElement(/datum/element/decal, icon, icon_state, dir, null, null, alpha, color, null, FALSE, null)
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T.AddElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
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return INITIALIZE_HINT_QDEL
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/obj/effect/turf_decal/Destroy(force)
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@@ -67,7 +67,7 @@
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// I hate it too bestie
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if(GLOB.running_create_and_destroy)
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var/turf/T = loc
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T.RemoveElement(/datum/element/decal, icon, icon_state, dir, null, null, alpha, color, null, FALSE, null)
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T.RemoveElement(/datum/element/decal, icon, icon_state, dir, null, layer, alpha, color, null, FALSE, null)
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#endif
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// Intentionally used over moveToNullspace(), which calls doMove(), which fires
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// off an enormous amount of procs, signals, etc, that this temporary effect object
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