anchor.diff:  				if((locate(/obj/mecha ) in ATMM)) return 0
   				if((locate(/obj/structure/closet/body_bag) in ATMM)) return 0
   	return 1
  -
  +*/
   /proc/sell_crates()
   	var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
   
  
positive.code: 	if (supply_shuttle_moving) return
  
  	if (!supply_can_move())
  		usr << "\red The supply shuttle can not transport station employees or homing beacons."
  		return
  
  	var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
  
negative.code: 	supply_shuttle_moving = 0
  	send_supply_shuttle()
  
  
  /proc/supply_can_move()
  	if(supply_shuttle_moving) return 0
  
  	//Check for mobs
  	for(var/mob/living/M in world)
  		var/area/A = get_area(M)
  		if(A.type == /area/supply/station)
  			return 0
  	//Check for beacons
  	for(var/obj/item/device/radio/beacon/B in world)
  		var/area/A = get_area(B)
  		if(A.type == /area/supply/station)
  			return 0
  	//Check for mechs. I think this was added because people were somehow on centcomm and bringing back centcomm mechs.
  	for(var/obj/mecha/Mech in world)
  		var/area/A = get_area(Mech)
  		if(A.type == /area/supply/station)
  			return 0
  	//Check for nuke disk This also prevents multiple nuke disks from being made -Nodrak
  	for(var/obj/item/weapon/disk/nuclear/N)
  		var/area/A = get_area(N)
  		if(A.type == /area/supply/station)
  			return 0
  	return 1
  /*
  Teleport beacon -> wrapping paper -> backpack -> bodybag -> crate -> wrapping paper -> loaded on a mulebot
  That would be a teleport beacon inside of 6-layers deep in contents. Meaning you would have to add more loops or more checks.
  This method wont take into account items developed in the future and doesn't take into account the items we have currently.
  -Nodrak
  
  	var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
  
  