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[MIRROR] [Fix] Visually closing fakewalls when in fact they shouldn't…
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… be closed (#861)

* [Fix] Visually closing fakewalls when in fact they shouldn't be closed (#81353)

## About The Pull Request

Moves update_appearance() proc further after checking if it can be
closed.

It was possible to stand inside an open falsewall, try to close it only
for it to "close" visually and don't change any properties.

## Why It's Good For The Game

Less bugs is good. No more fake-closed falsewalls.

## Changelog

:cl:
fix: Now falsewalls visually don't close when they shouldn't.
/:cl:

* [Fix] Visually closing fakewalls when in fact they shouldn't be closed

---------

Co-authored-by: larentoun <[email protected]>
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2 people authored and FFMirrorBot committed Feb 9, 2024
1 parent 107a5d8 commit 930f905
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion code/game/objects/structures/false_walls.dm
Original file line number Diff line number Diff line change
Expand Up @@ -43,12 +43,12 @@
return

opening = TRUE
update_appearance()
if(!density)
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = FALSE
return
update_appearance()
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 5)

/obj/structure/falsewall/proc/toggle_open()
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