anchor.diff:  		if("refresh") //Refresh the Pod bay. User should press this if they spawn something new in the centcom bay. Automatically called whenever the user launches a pod
   			refreshBay()
   			. = TRUE
  -		if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true) 
  +		if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)
   			launcherActivated = !launcherActivated
   			updateCursor(launcherActivated) //Update the cursor of the user to a cool looking target icon
   			. = TRUE
  
positive.code: 		if("launchRandom") //Pick random turfs from the supplypod bay at centcom to launch
  			if (launchChoice == 2)
  				launchChoice = 0
  				updateSelector() 
  				return
  			launchChoice = 2
  			updateSelector()
  
negative.code: 	//UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed
  
  /datum/centcom_podlauncher/proc/launch(turf/A) //Game time started
  	if (isnull(A))
  		return
  	var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
  	toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
  