Antagonists such as wizard and nuke ops are now more anonymous.
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@@ -121,7 +121,7 @@
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return FALSE
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(L.move_resist >= MOVE_FORCE_VERY_STRONG || (horizontal && L.mob_size > MOB_SIZE_TINY && L.density))
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if(user)
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to_chat(user, "<span class='danger'>There's something large on top of [src], preventing it from opening.</span>" )
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return FALSE
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@@ -133,7 +133,7 @@
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if(closet != src && !closet.wall_mounted)
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return FALSE
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for(var/mob/living/L in T)
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if(L.anchored || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(L.move_resist >= MOVE_FORCE_VERY_STRONG || horizontal && L.mob_size > MOB_SIZE_TINY && L.density)
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if(user)
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to_chat(user, "<span class='danger'>There's something too large in [src], preventing it from closing.</span>")
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return FALSE
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@@ -216,7 +216,7 @@
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if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
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return FALSE
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var/mob/living/L = AM
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if(L.anchored || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
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if(L.move_resist >= MOVE_FORCE_VERY_STRONG || L.buckled || L.incorporeal_move || L.has_buckled_mobs())
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return FALSE
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if(L.mob_size > MOB_SIZE_TINY) // Tiny mobs are treated as items.
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if(horizontal && L.density)
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