Fix speech bubble occlusion being checked from the player's position instead of the eye's (#29012)
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@@ -16,9 +16,8 @@ using Content.Client.UserInterface.Systems.Gameplay;
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using Content.Shared.Administration;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Chat;
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using Content.Shared.Decals;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Examine;
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using Content.Shared.Decals;
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using Content.Shared.Input;
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using Content.Shared.Input;
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using Content.Shared.Radio;
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using Content.Shared.Radio;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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@@ -626,7 +625,7 @@ public sealed class ChatUIController : UIController
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var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
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var predicate = static (EntityUid uid, (EntityUid compOwner, EntityUid? attachedEntity) data)
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=> uid == data.compOwner || uid == data.attachedEntity;
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=> uid == data.compOwner || uid == data.attachedEntity;
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var playerPos = player != null
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var playerPos = player != null
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? _transform?.GetMapCoordinates(player.Value) ?? MapCoordinates.Nullspace
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? _eye.CurrentEye.Position
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: MapCoordinates.Nullspace;
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: MapCoordinates.Nullspace;
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var occluded = player != null && _examine.IsOccluded(player.Value);
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var occluded = player != null && _examine.IsOccluded(player.Value);
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