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Fixes exploit with doors (#31863)
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@@ -107,11 +107,6 @@
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var/obj/mecha/M = loc
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return M.click_action(A, src, params)
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if(isturf(A))
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var/turf/clicked_turf = A
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for(var/obj/machinery/door/AL in clicked_turf.contents)
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AL.try_to_activate_door(src)
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if(isclowncar(loc) && !modifiers["shift"])
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var/obj/tgvehicle/sealed/car/clowncar/cc = loc
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return cc.fire_cannon_at(A, src, params)
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@@ -141,6 +136,13 @@
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update_inv_r_hand()
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return
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if(isturf(A) && !W)
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var/turf/clicked_turf = A
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for(var/obj/machinery/door/AL in clicked_turf.contents)
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if(!Adjacent(AL) || restrained())
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continue
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AL.try_to_activate_door(src)
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// operate three levels deep here (item in backpack in src; item in box in backpack in src, not any deeper)
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if(A in direct_access())
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if(W)
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