anchor.diff:  	var/obj/item/weapon/stock_parts/matter_bin/part_bin = null
   
   	var/crashing = FALSE	//Are we currently getting wrecked?
  +	var/atom/movable/dragging_through = FALSE
   
   
   //Start/Stop processing the item to use momentum and flight mechanics.
  
positive.code: 	spawn()
  		door.Open()
  	wearer.forceMove(get_turf(door))
  	wearer.visible_message("<span class='boldnotice'>[wearer] rolls to their sides and slips past [door]!</span>")
  
  
  /obj/item/device/flightpack/proc/crash_grille(obj/structure/grille/target)
  	target.hitby(wearer)
  
negative.code: /obj/item/device/flightpack/proc/momentum_drift()
  	if(!flight)
  		return FALSE
  	if(wearer.pulling)
  		dragging_through = wearer.pulling
  	else if(dragging_through)
  		dragging_through = null
  	var/drift_dir_x = 0
  	var/drift_dir_y = 0
  	if(momentum_x > 0)
  