shuffle containment checking for optimization
now it should be checking less (tested, functionally identical to before)
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@@ -62,11 +62,12 @@
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..()
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/obj/singularity/energy_ball/process()
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determine_containment()
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/obj/singularity/energy_ball/process()
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if(!orbiting)
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handle_energy()
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determine_containment()
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move_the_basket_ball(4 + orbiting_balls.len * 1.5)
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, TRUE, extrarange = 30)
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