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