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Better solution
Repathed the point decal to the temp_visual effects path. This path has built-in singularity resistance, and allows me to remove a spawn in favor of a built-in QDEL_IN call Also changed points from using the magic number 16 to POINT_LAYER for their layer definition. This does technically drop the point by 4 layers (POINT_LAYER is 12), placing them now below the light layer (shouldn't affect anything) instead of just above it.
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@@ -1,15 +1,3 @@
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/obj/effect/decal/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "arrow"
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layer = 16.0
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anchored = 1
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mouse_opacity = 0
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/obj/effect/decal/point/singularity_act()
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return
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// Used for spray that you spray at walls, tables, hydrovats etc
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/obj/effect/decal/spraystill
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density = 0
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@@ -1,3 +1,12 @@
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/obj/effect/temp_visual/point
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name = "arrow"
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desc = "It's an arrow hanging in mid-air. There may be a wizard about."
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "arrow"
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layer = POINT_LAYER
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duration = 20
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randomdir = FALSE
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/obj/effect/temp_visual/dir_setting/bloodsplatter
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icon = 'icons/effects/blood.dmi'
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duration = 5
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