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Chasms fix pixel Y when spitting things out, and spit out indestructable things again (#27515)
* Chasms fix pixel Y when spitting things out, and spit out indestructable things again * Apply suggestions from code review Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> --------- Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
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@@ -205,6 +205,7 @@
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var/oldtransform = AM.transform
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var/oldcolor = AM.color
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var/oldalpha = AM.alpha
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var/old_pixel_y = AM.pixel_y
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animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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@@ -222,6 +223,7 @@
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AM.alpha = oldalpha
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AM.color = oldcolor
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AM.transform = oldtransform
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AM.pixel_y = old_pixel_y
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var/mob/living/fallen_mob = AM
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fallen_mob.notransform = FALSE
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if(fallen_mob.stat != DEAD)
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@@ -238,6 +240,14 @@
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qdel(AM)
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if(!QDELETED(AM)) //It's indestructible, mobs have already returned above!
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visible_message("<span class='boldwarning'>[src] spits out [AM]!</span>")
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AM.alpha = oldalpha
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AM.color = oldcolor
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AM.transform = oldtransform
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AM.pixel_y = old_pixel_y
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AM.throw_at(get_edge_target_turf(src, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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/**
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* An abstract object which is basically just a bag that the chasm puts people inside
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*/
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