Added caching of zlevels.

Currently only condition to cache them is lack of client mobs there.
This commit is contained in:
Chinsky
2014-07-15 16:32:49 +04:00
parent c7257c1bf2
commit 11f87c849b
2 changed files with 23 additions and 8 deletions

View File

@@ -117,9 +117,6 @@ var/global/list/map_sectors = list()
/obj/effect/map/sector/temporary/proc/can_die(var/mob/observer)
testing("Checking if sector at [map_z] can die.")
if(src.map_z < world.maxz) //can't specify which zlevel to remove
testing("It is not last sector in the stack.")
return 0
for(var/mob/M in player_list)
if(M != observer && M.z == map_z)
testing("There are people on it.")