anchor.diff:  	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)
  +/turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null)
   	for(var/obj/O in src)
  -		if( !O.density || O == target_atom || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf
  +		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
  
positive.code: 		return TRUE
  	if(!isturf(loc))
  		return FALSE
  	if(loc.Adjacent(neighbor,target = neighbor))
  		return TRUE
  	return FALSE
  
  
negative.code: 	* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
  		* Passing through in this case ignores anything with the LETPASSTHROW pass flag, such as tables, racks, and morgue trays.
  */
  /turf/Adjacent(atom/neighbor, atom/target = null, atom/movable/mover = null)
  	var/turf/T0 = get_turf(neighbor)
  
  	if(T0 == src) //same turf
  