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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.
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@@ -8,7 +8,8 @@
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density = 1
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unacidable = 1
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/obj/effect/forcefield/CanAtmosPass(turf/T)
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return !density
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