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Removes putting machines in walls (#2237)
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## About The Pull Request
False walls will now only close if their tile is completely clear.
(unless it's atmospheric machinery or cables.
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## Why It's Good For The Game
Stops some troll logicing machinery into walls, making open space more
of a premium than it currently is
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## Changelog

:cl:
tweak: you can no longer close falsewalls on tiles with machines or
structures on them
/:cl:

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---------

Co-authored-by: Mark Suckerberg <[email protected]>
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Erikafox and MarkSuckerberg authored Aug 18, 2023
1 parent 32b76bb commit 972b93b
Showing 1 changed file with 7 additions and 2 deletions.
9 changes: 7 additions & 2 deletions code/game/objects/structures/false_walls.dm
Original file line number Diff line number Diff line change
Expand Up @@ -40,8 +40,13 @@
opening = TRUE
update_appearance()
if(!density)
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
var/turf/srcturf = get_turf(src)
if(locate(/mob/living) in srcturf) //Stop people from using this as a shield
opening = FALSE
return
for(var/atom/blocker as anything in srcturf)
if(!blocker.density) //Doesn't block
continue
opening = FALSE
return
addtimer(CALLBACK(src, /obj/structure/falsewall/proc/toggle_open), 5)
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