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cryo cells now render mobs under instead of over them (#58633)
this should work in the same way the experiscanner does, if youre on the same tile as the cryopod, youre above it, if youre north of it you render below
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@@ -16,7 +16,7 @@
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// Must be tall, otherwise the filter will consider this as a 32x32 tile
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// and will crop the head off.
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icon_state = "mask_bg"
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layer = ABOVE_WINDOW_LAYER + 0.01
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layer = MOB_LAYER + 0.01
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pixel_y = 22
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appearance_flags = KEEP_TOGETHER
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@@ -70,7 +70,7 @@
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density = TRUE
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max_integrity = 350
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
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layer = ABOVE_WINDOW_LAYER
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layer = MOB_LAYER
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state_open = FALSE
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circuit = /obj/item/circuitboard/machine/cryo_tube
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pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
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@@ -194,8 +194,8 @@
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. = ..()
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plane = initial(plane)
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GLOBAL_VAR_INIT(cryo_overlay_cover_on, mutable_appearance('icons/obj/cryogenics.dmi', "cover-on", layer = ABOVE_WINDOW_LAYER + 0.02))
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GLOBAL_VAR_INIT(cryo_overlay_cover_off, mutable_appearance('icons/obj/cryogenics.dmi', "cover-off", layer = ABOVE_WINDOW_LAYER + 0.02))
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GLOBAL_VAR_INIT(cryo_overlay_cover_on, mutable_appearance('icons/obj/cryogenics.dmi', "cover-on", layer = MOB_LAYER + 0.02))
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GLOBAL_VAR_INIT(cryo_overlay_cover_off, mutable_appearance('icons/obj/cryogenics.dmi', "cover-off", layer = MOB_LAYER + 0.02))
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/obj/machinery/atmospherics/components/unary/cryo_cell/update_overlays()
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. = ..()
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