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Beam visual fix #17000

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Beam visual fix #17000

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Lumipharon
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@Lumipharon Lumipharon commented Jan 27, 2025

About The Pull Request

Fixes beams not visually hitting their targets in many cases.

Currently beams draw angle between the source and the target directly, which takes into account pixel_x and pixel_y. This makes beams look wonky against xenos since the beam shoots out to the left of them, due to them all having pixel shifts as they have large sprites.

I kept the source tracking since currently beams are sourced from things that DO want that pixel tracking (i.e. slow moving projectiles).

🆑
fix: fixed a visual issue with beams
/:cl:

@TiviPlus TiviPlus added the Fix Fixes an issue with the game. label Jan 28, 2025
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is this an issue on tg too

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I unno. It kinda depends on how large sprites are actually used. Its not really a bug, its just not right for how we most commonly use it.

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github-actions bot commented Feb 6, 2025

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale Pull request is awaiting delayed author response and may be closed. label Feb 6, 2025
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