Files
Gboster-0andGitHub 7e71af5289 Slight optimizations (no content changes, trust) (#96940)
## About The Pull Request

- Makes it so we sort the deathmatch map names after creating them
instead of every single time someone opens the deathmatch lobby menu
- Removes the evil trailing `/` symbol on appendix at the end of the
meaty ores list
- Turns meatyores 11 + subtypesof(/obj/item/food/meat/slab/human/mutant)
`if()` checks into a proc
- Above also turns xenomorph meatyores (2 +
subtypesof(/obj/item/organ/alien) * 2) `if()` checks into a proc
override

## Why It's Good For The Game

> Makes it so we sort the deathmatch map names after creating them
instead of every single time someone opens the deathmatch lobby menu
- No reason to keep repeating work we already did
> Removes the evil trailing `/` symbol on appendix at the end of the
meaty ores list
> Turns meatyores 11 + subtypesof(/obj/item/food/meat/slab/human/mutant)
`if()` checks into 1 type check
> Above also turns xenomorph meatyores (2 +
subtypesof(/obj/item/organ/alien) * 2) `if()` checks into 1 type check
- Those for() loops physically hurt me

Also have some screenshots because i forgot TG doesn't have testing
screenshots be required and did them

<img width="230" height="268" alt="image"
src="https://github.com/user-attachments/assets/40e089f6-b4e1-42ce-bf75-ab93cf0c590f"
/>

<img width="1600" height="853" alt="image"
src="https://github.com/user-attachments/assets/17cc676e-6759-47c6-8bc2-e1a45f92fe5a"
/>

## Changelog

🆑
code: optimized deathmatch lobbies and meaty ores a tiny bit
/🆑
2026-07-13 21:18:34 -07:00
..