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Fix dropship door stuck and door refactoring (#7712)
# About the pull request This PR fixes a multitude of oversights with doors and makes it so dropship doors closing now also throws objects. There's a lot of code touched by this so there's very likely further changes that need to be made (e.g. ~~how do vehicles behave with it, how do resin constructions behave with it~~, are there weird prying issues now, etc). # Explain why it's good for the game Fixes #7709 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Airlock spamming: https://youtu.be/U9icC16jJcA Objects in airlock: ![throw](https://github.com/user-attachments/assets/893c33f8-08ac-4ca9-ac74-6ffc758b7362) Vehicle in airlock: ![arc](https://github.com/user-attachments/assets/00bfab6b-e5fc-4d14-b7e8-0cda6ec9bcec) Resin in airlock: ![resin](https://github.com/user-attachments/assets/fa75c3b2-3dfe-45dc-aa71-edf39f2e0015) </details> # Changelog :cl: Drathek add: Dropship airlocks that force close now also throw objects (and vehicles) out of their way add: Airlocks can crush more xeno structures if they somehow got placed there fix: Fix doors sometimes ignoring force call (namely dropship airlocks) fix: Fix doors not checking their turfs correctly (for example it wouldn't throw mobs in its own turf) refactor: Refactor some door code fix: Fix vehicles in airlocks not being handled correctly (never autoclosing again) /:cl:
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