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Starts work on unbreaking CanPass()
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@@ -47,20 +47,27 @@ var/list/blobs = list()
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set_light(0)
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/obj/structure/blob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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world << "/obj/structure/blob/CanPass(mover=[mover], target=[target], height=[height], air_group=[air_group]) called on [src]."
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if(air_group || (height==0))
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world << "Returned true due to being air group or having height=0"
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return TRUE
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if(istype(mover) && mover.checkpass(PASSBLOB))
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world << "Returned true due to having PASSBLOB."
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return TRUE
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else if(istype(mover, /mob/living))
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var/mob/living/L = mover
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if(L.faction == "blob")
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world << "Returned true due to being in blob faction."
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return TRUE
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else if(istype(mover, /obj/item/projectile))
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var/obj/item/projectile/P = mover
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if(P.firer && P.firer.faction == "blob")
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world << "Returned true due to being a projectile fired by someone in blob faction."
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return TRUE
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world << "Returned false due to being a projectile, with firer not in faction."
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return FALSE
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else
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world << "Returned false."
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return FALSE
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// return ..()
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