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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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@@ -173,6 +173,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
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if(count <= 3) // Their sprite is the top part of the generator
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part.set_density(FALSE)
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part.layer = WALL_OBJ_LAYER
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part.plane = GAME_PLANE_UPPER
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part.sprite_number = count
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part.main_part = src
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parts += part
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@@ -5,6 +5,7 @@
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icon_state = "tube"
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desc = "A lighting fixture."
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layer = WALL_OBJ_LAYER
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plane = GAME_PLANE_UPPER
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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@@ -5,6 +5,7 @@
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icon_state = "tube-construct-stage1"
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anchored = TRUE
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layer = WALL_OBJ_LAYER
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plane = GAME_PLANE_UPPER
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max_integrity = 200
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armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
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@@ -35,6 +35,7 @@
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panel.icon = icon
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panel.icon_state = "solar_panel"
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panel.layer = FLY_LAYER
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panel.plane = ABOVE_GAME_PLANE
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Make(S)
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connect_to_network()
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RegisterSignal(SSsun, COMSIG_SUN_MOVED, .proc/queue_update_solar_exposure)
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@@ -1179,6 +1179,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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gasefficency = 0.125
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explosion_power = 12
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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moveable = TRUE
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psyOverlay = /obj/overlay/psy/shard
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