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Fix heretic rune layering by using pixel_z (#80990)
## About The Pull Request Fix items layering above heretic runes by making it use pixel_z rather than pixel_y.  ## Changelog 🆑 Melbert fix: Items and mobs no longer hide behind big runes (heretic, cult, wizard) /🆑
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@@ -574,7 +574,8 @@ structure_check() searches for nearby cultist structures required for the invoca
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color = RUNE_COLOR_DARKRED
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icon_state = "rune_large"
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pixel_x = -32 //So the big ol' 96x96 sprite shows up right
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pixel_y = -32
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pixel_y = 16
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pixel_z = -48
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scribe_delay = 50 SECONDS //how long the rune takes to create
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scribe_damage = 40.1 //how much damage you take doing it
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log_when_erased = TRUE
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@@ -1074,7 +1075,8 @@ GLOBAL_VAR_INIT(narsie_summon_count, 0)
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icon = 'icons/effects/96x96.dmi'
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icon_state = "apoc"
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pixel_x = -32
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pixel_y = -32
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pixel_y = 16
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pixel_z = -48
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color = RUNE_COLOR_DARKRED
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req_cultists = 3
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scribe_delay = 100
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@@ -204,8 +204,9 @@
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/obj/effect/heretic_rune/big
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icon = 'icons/effects/96x96.dmi'
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icon_state = "transmutation_rune"
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pixel_x = -33 //So the big ol' 96x96 sprite shows up right
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pixel_y = -32
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pixel_x = -30
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pixel_y = 18
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pixel_z = -48
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greyscale_config = /datum/greyscale_config/heretic_rune
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/obj/effect/heretic_rune/big/Initialize(mapload, path_colour)
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@@ -217,8 +218,9 @@
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duration = 30 SECONDS
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icon = 'icons/effects/96x96.dmi'
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icon_state = "transmutation_rune"
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pixel_x = -33
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pixel_y = -32
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pixel_x = -30
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pixel_y = 18
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pixel_z = -48
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plane = GAME_PLANE
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layer = SIGIL_LAYER
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greyscale_config = /datum/greyscale_config/heretic_rune
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@@ -295,8 +295,9 @@
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/obj/effect/temp_visual/wizard_rune
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icon = 'icons/effects/96x96.dmi'
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icon_state = null
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pixel_x = -28
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pixel_y = -33
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pixel_x = -33
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pixel_y = 16
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pixel_z = -48
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anchored = TRUE
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layer = SIGIL_LAYER
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plane = GAME_PLANE
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@@ -15,8 +15,9 @@
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desc = "A flowing circle of shapes and runes is etched into the floor, the lines twist and move before your eyes."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "wizard_rune"
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pixel_x = -28
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pixel_y = -33
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pixel_x = -33
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pixel_y = 16
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pixel_z = -48
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anchored = TRUE
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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