anchor.diff:  	else
   		var/obj/effect/landmark/dest = pick(awaydestinations)
   		if(dest)
  -			AM.loc = dest.loc
  +			AM.forceMove(get_turf(dest))
   			AM.dir = SOUTH
   			use_power(5000)
   		return
  
positive.code: 
  
  /obj/machinery/gateway/centeraway/Bumped(atom/movable/AM)
  	if(!ready)	
  		return
  	if(!active)	
  		return
  	if(!stationgate || qdeleted(stationgate))	
  		return
  	if(istype(AM, /mob/living/carbon))
  		for(var/obj/item/weapon/implant/exile/E in AM)//Checking that there is an exile implant in the contents
  			if(E.imp_in == AM)//Checking that it's actually implanted vs just in their pocket
  				AM << "\black The station gate has detected your exile implant and is blocking your entry."
  				return
  	AM.loc = get_step(stationgate.loc, SOUTH)
  	AM.dir = SOUTH
  	if (ismob(AM))
  		var/mob/M = AM
  
negative.code: 
  //okay, here's the good teleporting stuff
  /obj/machinery/gateway/centerstation/Bumped(atom/movable/AM)
  	if(!ready)
  		return
  	if(!active)
  		return
  	if(!awaygate || qdeleted(awaygate))
  		return
  
  	if(awaygate.calibrated)
  		AM.forceMove(get_step(awaygate.loc, SOUTH))
  		AM.dir = SOUTH
  		if (ismob(AM))
  			var/mob/M = AM
  