anchor.diff:  		if(health <= round(initial(health)/4))
   			overlays += pod_overlays[FIRE]
   
  +	light_color = icon_light_color[src.icon_state]
  +
   /obj/spacepod/bullet_act(var/obj/item/projectile/P)
   	if(P.damage && !P.nodamage)
   		deal_damage(P.damage)
  
positive.code: /obj/spacepod/proc/lightsToggle()
  	lights = !lights
  	if(lights)
  		set_light(luminosity + lights_power)
  	else
  		set_light(luminosity - lights_power)
  	occupant << "Toggled lights [lights?"on":"off"]."
  	return
  
  /obj/spacepod/proc/enter_after(delay as num, var/mob/user as mob, var/numticks = 5)
  
negative.code: 			occupant2 << S
  	if(!health)
  		spawn(0)
  			if(occupant)	occupant << "<span class='userdanger'>Critical damage to the vessel detected, core explosion imminent!</span>"
  			if(occupant2)	occupant2 << "<span class='userdanger'>Critical damage to the vessel detected, core explosion imminent!</span>"
  
  			for(var/i = 10, i >= 0; --i)
  				if(occupant)	occupant << "<span class='warning'>[i]</span>"
  				if(occupant2)	occupant2 << "<span class='warning'>[i]</span>"
  				if(i == 0)
  					explosion(loc, 2, 4, 8)
  					qdel(src)
  				sleep(10)
  
  	update_icons()
  
  