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.
/🆑
This commit is contained in:
Ghom
2025-02-16 17:44:44 +11:00
committed by GitHub
parent 7aa6fd40d8
commit e6c03fec85
7 changed files with 26 additions and 13 deletions
@@ -326,7 +326,6 @@
// pretend like this mob has a mind. they should be fished up first
no_brain.mind_initialize()
SEND_SIGNAL(the_hole, COMSIG_PRE_FISHING) // we need to do this for the fishing spot component to be attached
var/datum/component/fishing_spot/the_hole_fishing_spot = the_hole.GetComponent(/datum/component/fishing_spot)
var/datum/fish_source/fishing_source = the_hole_fishing_spot.fish_source
var/obj/item/fishing_hook/rescue/the_hook = allocate(/obj/item/fishing_hook/rescue, run_loc_floor_top_right)