anchor.diff:  	smooth = SMOOTH_TRUE
   	layer = CLOSED_TURF_LAYER
   
  +/obj/effect/clockwork/overlay/wall/New()
  +	..()
  +	queue_smooth_neighbors(src)
  +	addtimer(GLOBAL_PROC, "queue_smooth", 1, FALSE, src)
  +
   /obj/effect/clockwork/overlay/wall/Destroy()
  +	queue_smooth_neighbors(src)
   	..()
   	return QDEL_HINT_QUEUE
   
  
positive.code: 			qdel(linked_gateway)
  	return 1
  
  /obj/effect/clockwork/general_marker
  	name = "general marker"
  	desc = "Some big guy. For you."
  	clockwork_desc = "One of Ratvar's generals."
  	alpha = 200
  	layer = MASSIVE_OBJ_LAYER
  
  /obj/effect/clockwork/general_marker/New()
  	..()
  	playsound(src, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
  	animate(src, alpha = 0, time = 10)
  	QDEL_IN(src, 10)
  
  /obj/effect/clockwork/overlay
  	mouse_opacity = 0
  	var/atom/linked
  
negative.code: 	icon = 'icons/turf/floors.dmi'
  	icon_state = "clockwork_floor"
  	layer = TURF_LAYER
  
  /obj/effect/clockwork/general_marker
  	name = "general marker"
  	desc = "Some big guy. For you."
  	clockwork_desc = "One of Ratvar's generals."
  	alpha = 200
  	layer = MASSIVE_OBJ_LAYER
  
  /obj/effect/clockwork/general_marker/New()
  	..()
  	playsound(src, 'sound/magic/clockwork/invoke_general.ogg', 50, 0)
  	animate(src, alpha = 0, time = 10)
  	QDEL_IN(src, 10)
  
  /obj/effect/clockwork/general_marker/nezbere
  	name = "Nezbere, the Brass Eidolon"
  