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Fix roundstart seed and fish asset runtimes (#71452)
## About The Pull Request Fixes annoying roundstart runtimes coming from a wrong deduplication method. `sprites[id]` was empty at the time of the check and only got filled when it started actually building the spritesheet. Now it's tracked in a local variable. No changelog update since it's not visible on the player side.
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@@ -2,13 +2,15 @@
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name = "fish"
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/datum/asset/spritesheet/fish/create_spritesheets()
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var/list/id_list = list()
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for (var/path in subtypesof(/obj/item/fish))
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var/obj/item/fish/fish_type = path
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var/fish_icon = initial(fish_type.icon)
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var/fish_icon_state = initial(fish_type.icon_state)
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var/id = sanitize_css_class_name("[fish_icon][fish_icon_state]")
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if(sprites[id]) //no dupes
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if(id in id_list) //no dupes
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continue
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id_list += id
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Insert(id, fish_icon, fish_icon_state)
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@@ -2,11 +2,13 @@
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name = "seeds"
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/datum/asset/spritesheet/seeds/create_spritesheets()
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var/list/id_list = list()
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for (var/path in subtypesof(/obj/item/seeds))
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var/obj/item/seeds/seed_type = path
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var/icon = initial(seed_type.icon)
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var/icon_state = initial(seed_type.icon_state)
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var/id = sanitize_css_class_name("[icon][icon_state]")
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if(sprites[id]) //no dupes
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if(id in id_list) //no dupes
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continue
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id_list += id
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Insert(id, icon, icon_state)
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