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Fixes #8438
Removed spawn based on suggestion, doesn't seem to cause that graphical glitch it was against.
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@@ -24,16 +24,15 @@ proc/toggle_move_stars(zlevel, direction)
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moving_levels["zlevel"] = gen_dir
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for(var/x = 1 to world.maxx)
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for(var/y = 1 to world.maxy)
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spawn(0)
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var/turf/space/T = locate(x,y,zlevel)
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if (T)
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if(!gen_dir)
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T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
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else
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T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
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for(var/atom/movable/AM in T)
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if (!AM.anchored)
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AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
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var/turf/space/T = locate(x,y,zlevel)
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if (istype(T))
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if(!gen_dir)
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T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
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else
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T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
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for(var/atom/movable/AM in T)
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if (!AM.anchored)
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AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
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//list used to cache empty zlevels to avoid nedless map bloat
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@@ -99,4 +98,4 @@ proc/overmap_spacetravel(var/turf/space/T, var/atom/movable/A)
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if (source.can_die())
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testing("Catching [M] for future use")
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source.loc = null
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cached_space += source
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cached_space += source
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