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[READY] playsound performance (#40045)
tl;dr: we have lists of playermobs on the z-level, which generally have fewer player mobs to iterate through. If we use them, we can get rid of the z-level checks too. On the off-chance that something plays a sound in nullspace, we can skip pretty much everything. The client-check can go too, there are no playermobs without a client.
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oranges
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3585ff1560
commit
f2ed477232
@@ -66,9 +66,8 @@
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if(src.mob)
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var/mob/A = src.mob
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A.x = tx
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A.y = ty
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A.z = tz
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var/turf/T = locate(tx,ty,tz)
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A.forceMove(T)
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SSblackbox.record_feedback("tally", "admin_verb", 1, "Jump To Coordiate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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message_admins("[key_name_admin(usr)] jumped to coordinates [tx], [ty], [tz]")
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