From 9aa5d615d0f5410a2bf9990b65197b2e5e17e358 Mon Sep 17 00:00:00 2001 From: Owen Jacobson Date: Thu, 23 Jul 2015 23:16:08 -0400 Subject: [PATCH] Forcewalls and mimewalls now block atmos properly. They were blocking atmos before, I think? This makes the "active atmos tiles" code at startup do the right thing, though. --- code/game/objects/effects/forcefields.dm | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/code/game/objects/effects/forcefields.dm b/code/game/objects/effects/forcefields.dm index 212a5d6c4f3..fa39e40ca87 100644 --- a/code/game/objects/effects/forcefields.dm +++ b/code/game/objects/effects/forcefields.dm @@ -8,7 +8,8 @@ density = 1 unacidable = 1 - +/obj/effect/forcefield/CanAtmosPass(turf/T) + return !density