anchor.diff:  		update_icon()
   		isSwitchingStates = 0
   
  +		if(close_delay != -1)
  +			spawn(close_delay)
  +				if(!isSwitchingStates && state == 1)
  +					Close()
  +
   	proc/Close()
   		var/turf/T = get_turf(src)
   		for(var/mob/living/L in T)
  
positive.code: /obj/structure/mineral_door/resin
  	mineralType = "resin"
  	hardness = 1
  	var/close_delay = 100
  	openSound = 'sound/effects/attackblob.ogg'
  	closeSound = 'sound/effects/attackblob.ogg'
  
  
negative.code: 	var/mineralType = "metal"
  	var/state = 0 //closed, 1 == open
  	var/isSwitchingStates = 0
  	var/close_delay = -1 //-1 if does not auto close.
  	var/hardness = 1
  	var/oreAmount = 7
  	var/openSound = 'sound/effects/stonedoor_openclose.ogg'
  