anchor.diff:  	active = TRUE
   	if(user)
   		ui_interact(user)
  +		//update the saved population
  +		previous_player_population = saved_player_population
  +		saved_player_population = GLOB.joined_player_list.len
  +		//if population has changed, update uplink items
  +		if(saved_player_population != current_player_population)
  +			uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted, filters)
  +
   	// an unlocked uplink blocks also opening the PDA or headset menu
   	return COMPONENT_NO_INTERACT
   
  
positive.code: 	if(!lockable)
  		active = TRUE
  		locked = FALSE
  
  /datum/component/uplink/InheritComponent(datum/component/uplink/U)
  	lockable |= U.lockable
  
negative.code: 
  			if(item in buyable_items)
  				var/datum/uplink_item/I = buyable_items[item]
  				//check to make sure people cannot buy items when the player pop is below the requirement
  				if(saved_player_population >= I.player_minimum)
  					MakePurchase(usr, I)
  				. = TRUE
  		if("lock")
  			active = FALSE
  