Corrects for singularity distortion. (#13925)
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@@ -47,7 +47,7 @@ public sealed class MeleeArcOverlay : Overlay
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return;
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var mousePos = _inputManager.MouseScreenPosition;
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var mapPos = _eyeManager.ScreenToMap(mousePos);
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var mapPos = _eyeManager.PixelToMap(mousePos);
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if (mapPos.MapId != args.MapId)
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return;
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@@ -96,7 +96,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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@@ -64,7 +64,7 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
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}
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var mousePos = _input.MouseScreenPosition;
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var mouseWorldPos = _eyeManager.ScreenToMap(mousePos);
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var mouseWorldPos = _eyeManager.PixelToMap(mousePos);
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if (mouseWorldPos.MapId == MapId.Nullspace)
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return;
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@@ -50,7 +50,7 @@ public sealed class GunSpreadOverlay : Overlay
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return;
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var mouseScreenPos = _input.MouseScreenPosition;
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var mousePos = _eye.ScreenToMap(mouseScreenPos);
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var mousePos = _eye.PixelToMap(mouseScreenPos);
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if (mapPos.MapId != mousePos.MapId)
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return;
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@@ -151,7 +151,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (gun.NextFire > Timing.CurTime)
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return;
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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