diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 7303a916f5a..8bc25bd2332 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -32,22 +32,32 @@ /// A filler object used to fill the space of multi-tile airlocks var/obj/structure/fluff/airlock_filler/filler var/welded = FALSE - var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors - var/emergency = FALSE // Emergency access override - var/sub_door = FALSE // true if it's meant to go under another door. + /// For rglass-windowed airlocks and firedoors + var/heat_proof = FALSE + /// Emergency access override + var/emergency = FALSE + /// true if it's meant to go under another door. + var/sub_door = FALSE var/closingLayer = CLOSED_DOOR_LAYER - var/autoclose = FALSE //does it automatically close after some time - var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them. - var/locked = FALSE //whether the door is bolted or not. + ///does it automatically close after some time + var/autoclose = FALSE + ///whether the door detects things and mobs in its way and reopen or crushes them. + var/safe = TRUE + ///whether the door is bolted or not. + var/locked = FALSE var/datum/effect_system/spark_spread/spark_system - var/real_explosion_block //ignore this, just use explosion_block - var/red_alert_access = FALSE //if TRUE, this door will always open on red alert + ///ignore this, just use explosion_block + var/real_explosion_block + ///if TRUE, this door will always open on red alert + var/red_alert_access = FALSE /// Checks to see if this airlock has an unrestricted "sensor" within (will set to TRUE if present). var/unres_sensor = FALSE /// Unrestricted sides. A bitflag for which direction (if any) can open the door with no access var/unres_sides = NONE - var/can_crush = TRUE /// Whether or not the door can crush mobs. - var/can_open_with_hands = TRUE /// Whether or not the door can be opened by hand (used for blast doors and shutters) + /// Whether or not the door can crush mobs. + var/can_crush = TRUE + /// Whether or not the door can be opened by hand (used for blast doors and shutters) + var/can_open_with_hands = TRUE /// Whether or not this door can be opened through a door remote, ever var/opens_with_door_remote = FALSE /// Special operating mode for elevator doors diff --git a/code/game/objects/items/implants/implant_stealth.dm b/code/game/objects/items/implants/implant_stealth.dm index fe7e342f08d..be96825a7c5 100644 --- a/code/game/objects/items/implants/implant_stealth.dm +++ b/code/game/objects/items/implants/implant_stealth.dm @@ -39,6 +39,9 @@ /obj/structure/closet/cardboard/agent/Bump(atom/A) . = ..() + if(istype(A, /obj/machinery/door)) + for(var/mob/mob_in_box in contents) + A.Bumped(mob_in_box) if(isliving(A)) reveal()