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: 	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))
  			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
  			continue // couldn't enter or couldn't leave T1
  
  		if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target))
  			continue // could not enter src
  
  		return 1 // we don't care about our own density
  
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
  