[MIRROR] [Fix] Visually closing fakewalls when in fact they shouldn't be closed (#26431)

* [Fix] Visually closing fakewalls when in fact they shouldn't be closed (#81353)

## About The Pull Request

Moves update_appearance() proc further after checking if it can be
closed.

It was possible to stand inside an open falsewall, try to close it only
for it to "close" visually and don't change any properties.

## Why It's Good For The Game

Less bugs is good. No more fake-closed falsewalls.

## Changelog

🆑
fix: Now falsewalls visually don't close when they shouldn't.
/🆑

* [Fix] Visually closing fakewalls when in fact they shouldn't be closed

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
This commit is contained in:
SkyratBot
2024-02-09 23:01:01 -05:00
committed by GitHub
co-authored by larentoun
parent 44242a4103
commit 2145283a68
+1 -1
View File
@@ -43,12 +43,12 @@
return
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
opening = FALSE
return
update_appearance()
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 5)
/obj/structure/falsewall/proc/toggle_open()