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: 	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)
  	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
  			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
  
negative.code: 		return TRUE
  	if(!isturf(loc))
  		return FALSE
  	if(loc.Adjacent(neighbor,target = neighbor, mover = src))
  		return TRUE
  	return FALSE
  
  