anchor.diff:  	var/d2 = in_dir&12			 // eg. west	  (1+8)&12 (0000 1100) = 8 (0000 1000)
   
   	for(var/d in list(d1,d2))
  -		if(!T0.ClickCross(d, border_only = 1, target_atom = target))
  +		if(!T0.ClickCross(d, border_only = 1, target_atom = target, mover = mover))
   			continue // could not leave T0 in that direction
   
   		var/turf/T1 = get_step(T0,d)
  -		if(!T1 || T1.density || !T1.ClickCross(get_dir(T1,T0) | get_dir(T1,src), border_only = 0, target_atom = target)) //let's check both directions at once
  +		if(!T1 || T1.density)
  +			continue
  +		if(!T1.ClickCross(get_dir(T1,src), border_only = 0, target_atom = target, mover = mover) || !T1.ClickCross(get_dir(T1,T0), border_only = 0, target_atom = target, mover = mover))
   			continue // couldn't enter or couldn't leave T1
   
  -		if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target))
  +		if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target, mover = mover))
   			continue // could not enter src
   
   		return 1 // we don't care about our own density
  
positive.code: 	// Non diagonal case
  	if(T0.x == x || T0.y == y)
  		// Check for border blockages
  		return T0.ClickCross(get_dir(T0,src), border_only = 1, target_atom = target) && src.ClickCross(get_dir(src,T0), border_only = 1, target_atom = target)
  
  	// Diagonal case
  	var/in_dir = get_dir(T0,src) // eg. northwest (1+8) = 9 (00001001)
  
negative.code: 	This is defined as any dense ON_BORDER object, or any dense object without LETPASSTHROW.
  	The border_only flag allows you to not objects (for source and destination squares)
  */
  /turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null)
  	for(var/obj/O in src)
  		if((mover && O.CanPass(mover,get_step(src,target_dir))) || (!mover && !O.density))
  			continue
  		if(O == target_atom || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf
  			continue // LETPASSTHROW is used for anything you can click through (or the firedoor special case, see above)
  
  		if( O.flags&ON_BORDER) // windows are on border, check them first
  