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Summary
None
Purpose of change
There are two ways to run eoc when character crosses some boundary: eoc of type OM_MOVE, or eoc hooked to avatar_enters_omt event;
First one is barely used, second one used widely and allow using of additional context vars. Supreme way, i'd say. Let's stick to it
Describe the solution
Remove OM_MOVE type
Testing
No changes, the game compiles and loads properly
Additional context
Fun fact: both events run at the same time, and both events run event before actually stepping onto said OM