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Finishes seperating ZAS logic from CanPass().
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@@ -3,6 +3,7 @@
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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can_atmos_pass = ATMOS_PASS_DENSITY
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w_class = ITEMSIZE_NORMAL
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layer = WINDOW_LAYER
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@@ -129,7 +130,7 @@
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/obj/structure/window/blob_act()
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take_damage(50)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(is_fulltile())
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@@ -139,6 +140,11 @@
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else
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return TRUE
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/obj/structure/window/CanZASPass(turf/T, is_zone)
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if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
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return anchored ? ATMOS_PASS_NO : ATMOS_PASS_YES // If it's anchored, it'll block air.
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return ATMOS_PASS_YES // Don't stop airflow from the other sides.
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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