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Pixel adjustments to mobs are now sourced / Refactors riding (#89320)
Fixes #85980 - Pixel adjustments are now sourced When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets` and must have a source string associated - Refactors riding Refactors how riding component selects the offsets to use. It's now all done via the getter rather than a weird mix of a var, a cache, and a getter. - Moves a bunch of animations to use `pixel_w` / `pixel_z` Largely to prevent conflicts with adjustments to a mob's pixel position, but also as many animations are not actual movements, but visual movements. Floating is one such example. It just works 🆑 Melbert fix: Fixed grab offsets not showing for anything but passive grab fix: Fix jank with mob offsets when riding things refactor: Refactored riding component, particularly how it selects layer and offsets. Report any oddities refactor: Refactored pixel offsets of mobs. Report any oddities /🆑
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@@ -9,10 +9,10 @@
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// Contains pixel offset data for sprites riding wolves
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/datum/component/riding/creature/wolf
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/datum/component/riding/creature/wolf/handle_specials()
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. = ..()
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set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(1, 9), TEXT_SOUTH = list(1, 9), TEXT_EAST = list(0, 9), TEXT_WEST = list(2, 9)))
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set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER)
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set_vehicle_dir_layer(NORTH, OBJ_LAYER)
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set_vehicle_dir_layer(EAST, OBJ_LAYER)
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set_vehicle_dir_layer(WEST, OBJ_LAYER)
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/datum/component/riding/creature/wolf/get_rider_offsets_and_layers(pass_index, mob/offsetter)
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return list(
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TEXT_NORTH = list(1, 9, OBJ_LAYER),
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TEXT_SOUTH = list(1, 9, ABOVE_MOB_LAYER),
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TEXT_EAST = list(0, 9, OBJ_LAYER),
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TEXT_WEST = list(2, 9, OBJ_LAYER),
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)
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