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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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@@ -543,11 +543,11 @@ var/list/slot_equipment_priority = list( \
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client.screen = list()
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hud_used.show_hud(hud_used.hud_version)
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/mob/setDir(new_dir)
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/mob/setDir(new_dir)
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if(forced_look)
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if(isnum(forced_look))
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dir = forced_look
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else
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else
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var/atom/A = locateUID(forced_look)
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if(istype(A))
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dir = get_cardinal_dir(src, A)
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@@ -592,7 +592,7 @@ var/list/slot_equipment_priority = list( \
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return
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if(!src || !isturf(src.loc))
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return 0
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if(istype(A, /obj/effect/decal/point))
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if(istype(A, /obj/effect/temp_visual/point))
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return 0
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var/tile = get_turf(A)
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@@ -600,12 +600,8 @@ var/list/slot_equipment_priority = list( \
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return 0
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changeNext_move(CLICK_CD_POINT)
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var/obj/P = new /obj/effect/decal/point(tile)
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var/obj/P = new /obj/effect/temp_visual/point(tile)
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P.invisibility = invisibility
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spawn (20)
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if(P)
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qdel(P)
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return 1
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/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
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