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Fixing issues with non-human mobs that can fish (#89434)
## About The Pull Request This PR fixes an issue that has been reported about the profound fisher trait, because even then, a projectile is fired that may hit things other than the intended target, making it impossible for the mob to continue fishing if the abstract fishing rod hooks on something else. To fix this we just need to skip the projectile stuff and go straight to the `hook_hit` call ~~also allowing someone to fish on oneself (eg. through the fishing spot generated by the organ manip surgery)~~. Also dealt with a few other issues like a "interrupted!" balloon alert being sent after the minigame is already completed, fritterish icons, layering of the float, a bad signal and a redundant check meant to stop explosions from spawning fishing loot from chasms (because someone forgot to add the relative flag). ## Why It's Good For The Game This should fix #88974 and other stuff as well ## Changelog 🆑 fix: Trying to fish on an adjacent spot won't end up hitting other things on the same turf (provided you actually click the fishing spot and not other things). fix: Fixing the icon state for the "fritterish" fish variants. /🆑
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@@ -326,7 +326,6 @@
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// pretend like this mob has a mind. they should be fished up first
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no_brain.mind_initialize()
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SEND_SIGNAL(the_hole, COMSIG_PRE_FISHING) // we need to do this for the fishing spot component to be attached
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var/datum/component/fishing_spot/the_hole_fishing_spot = the_hole.GetComponent(/datum/component/fishing_spot)
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var/datum/fish_source/fishing_source = the_hole_fishing_spot.fish_source
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var/obj/item/fishing_hook/rescue/the_hook = allocate(/obj/item/fishing_hook/rescue, run_loc_floor_top_right)
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