@@ -768,10 +768,13 @@ public abstract partial class SharedDoorSystem : EntitySystem
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var door = ent.Comp;
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door.NextStateChange = null;
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if (door.CurrentlyCrushing.Count > 0)
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if (door.CurrentlyCrushing.Count > 0 && door.State != DoorState.Opening)
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{
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// This is a closed door that is crushing people and needs to auto-open. Note that we don't check "can open"
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// here. The door never actually finished closing and we don't want people to get stuck inside of doors.
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StartOpening(ent, door);
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return;
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}
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switch (door.State)
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{
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