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Round of small bugfixes (#14160)
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@@ -5,6 +5,7 @@
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desc = "Bloody, pulsating tendrils."
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icon_state = "tendril"
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maxHealth = 40
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pass_flags = PASSTABLE | PASSMOB | PASSTRACE | PASSRAILING
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var/being_destroyed = FALSE
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var/is_node = FALSE
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var/obj/structure/gore/tendrils/node/linked_node = null
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@@ -113,14 +114,9 @@
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var/D = pick(dirs_left)
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var/turf/T = get_step(U, D)
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var/obj/machinery/door/MD = locate() in T
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if(MD?.density)
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if(!T.Enter(src)) //Uses the pass_flags to make sure we can go under tables and things, but not walls and windows
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return
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var/obj/structure/simple_door/SD = locate() in T
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if(SD?.density)
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return
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if(!isturf(T) || T.is_hole || T.is_space() || T.density || locate(/obj/structure/gore/tendrils, T))
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if(!isturf(T) || T.is_hole || T.is_space() || locate(/obj/structure/gore/tendrils, T))
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dirs_left -= D
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return
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