anchor.diff:  /client/proc/centcom_podlauncher() //Creates a verb for admins to open up the ui
   	set name = "Config/Launch Supplypod"
   	set desc = "Configure and launch a Centcom supplypod full of whatever your heart desires!"
  -	set category = "Admin"
  +	set category = "Fun"
   	var/datum/centcom_podlauncher/plaunch  = new(usr)//create the datum
   	plaunch.ui_interact(usr)//datum has a tgui component, here we open the window
   
  
positive.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
  
negative.code: 	data["landingDelay"] = temp_pod.landingDelay //How long the pod takes to land after launching
  	data["openingDelay"] = temp_pod.openingDelay //How long the pod takes to open after landing
  	data["departureDelay"] = temp_pod.departureDelay //How long the pod takes to leave after opening (if bluespace=true, it deletes. if reversing=true, it flies back to centcom)
  	data["styleChoice"] = temp_pod.style //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
  	data["effectStun"] = temp_pod.effectStun //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
  	data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
  	data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing
  