anchor.diff:  /obj/effect/overlay/temp/New()
   	if(randomdir)
   		dir = pick(cardinal)
  -	if(loopless_icon)
  -		flick("[loopless_icon]", src)
  +	flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
   	spawn(duration)
   		qdel(src)
   
   
   /obj/effect/overlay/temp/cult
   	name = "unholy glow"
  -	loopless_icon = "wallglow"
  +	icon_state = "wallglow"
   	layer = 2.01
   	randomdir = 0
   	duration = 10
   
   /obj/effect/overlay/temp/cult/floor
  -	loopless_icon = "floorglow"
  +	icon_state = "floorglow"
   	duration = 5
   
   
  
positive.code: 	mouse_opacity = 0
  	var/duration = 10
  	var/randomdir = 1
  	var/loopless_icon = null //Workaround so that pooled effects that normally don't repeat will repeat when taken from the pool.
  
  /obj/effect/overlay/temp/Destroy()
  	..()
  
negative.code: 
  /obj/effect/overlay/temp/emp/pulse
  	name = "emp pulse"
  	icon_state = "emp pulse"
  	duration = 8
  	randomdir = 0
  
  