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Fixes layering issues brought by the FoV PR. (#63903)
* Fixed most (not all) incorrect planes and layers detected by the unit test.
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@@ -879,6 +879,8 @@ GLOBAL_DATUM_INIT(podlauncher, /datum/centcom_podlauncher, new)
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image_icon = 'icons/obj/supplypods_32x32.dmi'
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image_state = "selector"
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image_layer = FLY_LAYER
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layer = FLY_LAYER
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plane = ABOVE_GAME_PLANE
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alpha = 150
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/obj/effect/hallucination/simple/dropoff_location
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@@ -886,4 +888,6 @@ GLOBAL_DATUM_INIT(podlauncher, /datum/centcom_podlauncher, new)
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image_icon = 'icons/obj/supplypods_32x32.dmi'
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image_state = "dropoff_indicator"
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image_layer = FLY_LAYER
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layer = FLY_LAYER
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plane = ABOVE_GAME_PLANE
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alpha = 0
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@@ -459,6 +459,7 @@
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glow_effect.icon_state = "pod_glow_" + GLOB.podstyles[style][POD_GLOW]
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vis_contents += glow_effect
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glow_effect.layer = GASFIRE_LAYER
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glow_effect.plane = ABOVE_GAME_PLANE
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RegisterSignal(glow_effect, COMSIG_PARENT_QDELETING, .proc/remove_glow)
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/obj/structure/closet/supplypod/proc/endGlow()
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@@ -497,6 +498,7 @@
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icon_state = "pod_engineglow"
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desc = ""
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layer = GASFIRE_LAYER
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plane = ABOVE_GAME_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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alpha = 255
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@@ -622,6 +624,7 @@
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setupSmoke(rotation)
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pod.transform = matrix().Turn(rotation)
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pod.layer = FLY_LAYER
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pod.plane = ABOVE_GAME_PLANE
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if (pod.style != STYLE_INVISIBLE)
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animate(pod, pixel_z = -1 * abs(sin(rotation))*4, pixel_x = SUPPLYPOD_X_OFFSET + (sin(rotation) * 20), time = pod.delays[POD_FALLING], easing = LINEAR_EASING) //Make the pod fall! At an angle!
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addtimer(CALLBACK(src, .proc/endLaunch), pod.delays[POD_FALLING], TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
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@@ -633,6 +636,7 @@
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var/obj/effect/supplypod_smoke/smoke_part = new (drop_location())
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if (i == 1)
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smoke_part.layer = FLY_LAYER
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smoke_part.plane = ABOVE_GAME_PLANE
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smoke_part.icon_state = "smoke_start"
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smoke_part.transform = matrix().Turn(rotation)
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smoke_effects[i] = smoke_part
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