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Fix a bunch of issues and runtimes (#17951)
* selection target * ugh * fix deadmin * larger * fix paper icons * those are inverted * don't miss that * fix all * point transfer * add nostrip flag to items * un.... teppi * . * end life proc after qdel * this could be null in very rare cases * this has a lot of sleeps, someday should be refactored and check for qdeleted * needs to be an object * qdel check this * use the rsc properly * wtf? * . * fix narrate * . * push * inform user, null it * . * can be null * fix maint lurkers * . * spans * . * fix that too * urg * fix distillery * don't wrap them * needs usr * Update cash_register.dm * quick hook cleanup * lots of fixes * . * clean that up for reasons
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@@ -118,13 +118,13 @@ SUBSYSTEM_DEF(xenoarch)
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artifact_turf.artifact_find = new()
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/// This is the proc that is used when a Z level runs out of artifacts. This means you have 'completed' your job and now you get bonus goodies to keep you occupied.
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/datum/controller/subsystem/xenoarch/proc/continual_generation(var/mob/living/caller)
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/datum/controller/subsystem/xenoarch/proc/continual_generation(var/mob/living/user)
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/// So, to preface this, I had to do a lot of testing with this to ensure it wouldn't cause mass lag and that it properly functioned.
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/// At first, I tried to make it scan mineral in the user's Z. There's not really any preexisting functionality for this that I could find, so that was a negative.
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/// Next, I saw what would happen if it did 'in world' and then went 'if M.z != caller.z continue' and that caused...A lot of lag. For a long time.
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/// Next, I saw what would happen if it did 'in world' and then went 'if M.z != user.z continue' and that caused...A lot of lag. For a long time.
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/// This range(100) was for me was completely lagless. It gives a good amount of artifacts to keep digging and keep archeo working so they don't 'run out' of things to do.
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for(var/turf/simulated/mineral/M in range(100, caller))
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for(var/turf/simulated/mineral/M in range(100, user))
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if(!M.density)
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continue
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