## About The Pull Request
This PR makes the cog icon an argument inside the ``do_after()`` proc
which allows you to override it for custom cogs.
## Why It's Good For The Game
Wouldn't it be cool to have little custom progross icons displayed to
other people? I don't have any sprites now to do this but I would like
this to be a thing.
## Changelog
🆑
code: do_after() can now hold custom cog icons. Add some today!
/🆑
## About The Pull Request
While testing #90173 I noticed that the cogs created by the progress bar
in the voidwalker's "space dive" ability are completely visible even
while the mob is invisible, meaning you see a very clear pair of gears
floating in space which is quite silly.
Initially I just set this progress bar to hidden, but then I thought
"well what if you're not invisible while doing it?" as technically
voidwalkers can become visible even while in space if engaged in a
fight.
Instead I elected to make the visible effect inherit the alpha that the
mob had when it started acting. I haven't _quite_ thought through every
case where this would come up, but I'm assuming that if a mob is hard to
see then the things it is doing... should probably also generally be
hard to see? This is a bit of a buff to various forms of invisibility
which also let you act, but do_afters also weren't visible when most of
those were added, so I don't know how much of a balance concern it
actually is.
But I'm thinking... it's probably fine!
If this isn't liked then I can do something else specific to my one use
case instead I guess.
## Why It's Good For The Game
If you can't see the mob how can you see what it is doing?
## Changelog
🆑
balance: The action animation indicating someone is performing an action
with a progress bar now inherits how visible they are. You won't easily
see a pair of gears floating in space if a Voidwalker starts diving
under the station.
/🆑
## About The Pull Request
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>