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e2dae42dc4 runtime maploading 2/3: multiz update (#6145)
3/3 is world structs and the fun that comes with that

this pr has:

- transitions
- new multiz system
- lookup optimizations
- misc updates

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Co-authored-by: silicons <no@you.cat>
2023-11-26 18:55:55 -08:00

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// These specify how many z levels are in a map. Consoladating them here for map compiling ease - Bloop
/obj/overmap/entity/visitable/sector/virgo3b // Just a placeholder for when the map isnt loaded
// See beach.dm for more details on this. Placeholder for now to stop compiling issues -Bloop
/obj/away_mission_init/beachcave
name = "away mission initializer - beachcave"
// Gonna go ahead and add a copy of this here since I've seen it used on both stations so far. Might as well keep a copy of it, will have to as silicon if
// we should just put this in the supermatter's dm file
/*
// Our map is small, if the supermatter is ejected lets not have it just blow up somewhere else
/obj/machinery/power/supermatter/touch_map_edge()
qdel(src)
*/