anchor.diff:  	var/emp_heal_amount = 0.06		//How much emp damage to heal per process.
   	var/emp_disable_threshold = 3	//3 weak ion, 2 strong ion hits.
   	var/emp_disabled = FALSE
  -
  -<<<<<<< HEAD
  -	var/crash_damage = 10	//Same thing, but for crashes. This is in addition to possible amounts of brute damage to the wearer.
  -	var/crash_damage_low = 1
  -	var/crash_damage_high = 2.5
  -	var/crash_disable_threshold = 5
  -	var/crash_heal_amount = 0.06
  -	var/crash_disabled = FALSE
  -	var/crash_dampening = 0
  -
  -=======
  ->>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
   	var/requires_suit = TRUE
   
   	var/datum/effect_system/trail_follow/ion/flight/ion_trail
  
positive.code: 
  	var/crashing = FALSE	//Are we currently getting wrecked?
  
  <<<<<<< HEAD
  	var/s_delay = 50 // cell replacement delay
  
  =======
  	var/atom/movable/cached_pull		//recipe for disaster again.
  	var/afterForceMove = FALSE
  >>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
  
  /obj/item/device/flightpack/proc/changeWearer(mob/changeto)
  	if(wearer)
  
negative.code: 	icon_state = FLIGHTPACK_SPRITE_BASE
  	item_state = FLIGHTPACK_SPRITE_BASE
  	actions_types = list(/datum/action/item_action/flightpack/toggle_flight, /datum/action/item_action/flightpack/engage_boosters, /datum/action/item_action/flightpack/toggle_stabilizers, /datum/action/item_action/flightpack/change_power, /datum/action/item_action/flightpack/toggle_airbrake)
  	armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 75)
  	w_class = WEIGHT_CLASS_BULKY
  	slot_flags = SLOT_BACK
  	resistance_flags = FIRE_PROOF
  