diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 740c185e6e..b3751d23b7 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -215,8 +215,8 @@ to_chat(user, SPAN_WARNING("This is not climbable.")) return - var/climb_dir = src.dir // Direction of the barrier that the user is trying to climb - var/opposite_dir = reverse_direction(climb_dir) // Reverse the direction to simulate a barrier in the opposite direction facing towards us. + var/climb_dir = src.dir // Direction of the barrier that the user is trying to climb. + var/opposite_dir = reverse_direction(climb_dir) // Reverse the direction to simulate if a barrier in the opposite direction is blocking us from vaulting. // Check if the user is not directly in front of or behind the barrier var/turf/next_turf = get_step(T, climb_dir) @@ -234,10 +234,10 @@ return */ // Check the next turf in the climbing direction for a barrier or table - var/turf/next_turf_climb = get_step(next_turf, climb_dir) - for (var/obj/I in next_turf_climb) + // var/turf/next_turf_climb = get_step(next_turf, climb_dir) + for (var/obj/I in T) // Used to be (next_turf_climb); but that was giving one explicit bug, as it got two tiles infront of the climb-dir, instead of one. T is [target-turf] and does this better. if (I.dir == opposite_dir && istype(I, /obj/structure/window/barrier)) - user.face_atom(next_turf_climb) + user.face_atom(T) to_chat(user, SPAN_WARNING("You can't vault this barrier. \A [I.name] is blocking the way.")) return else if (istype(I, /obj/structure/table))