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Fixes topdown emissives/emissive blockers and blood trail rendering (#92430)
## About The Pull Request Fixes this <img width="983" height="591" alt="zen_Mhqh2OqiU4" src="https://github.com/user-attachments/assets/b3275052-1b24-404b-82bc-a4c8e88bdbcf" /> This code is mildly bad, but this is the best way we can fix FLOAT_LAYER topdown emissives/blockers rendering ontop of everything else. Also added logging/unit testing for blood trails spawned outside of holders, mappers can use holders to spawn trails (which is the right way to add them to your maps) ## Changelog 🆑 fix: Fixed blood/glass floor glow going over objects /🆑
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@@ -276,8 +276,10 @@ GLOBAL_VAR_INIT(focused_tests, focused_tests())
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/obj/effect/bug_moving,
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//The abstract grown item expects a seed, but doesn't have one
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/obj/item/food/grown,
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///Single use case holder atom requiring a user
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//Single use case holder atom requiring a user
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/atom/movable/looking_holder,
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//Should not exist outside of holders
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/obj/effect/decal/cleanable/blood/trail,
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)
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// Everything that follows is a typesof() check.
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