anchor.diff:  		if("refresh") //Refresh the Pod bay. User should press this if they spawn something new in the centcom bay. Automatically called whenever the user launches a pod
   			refreshBay()
   			. = TRUE
  -		if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)	
  +		if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true) 
   			launcherActivated = !launcherActivated
   			updateCursor(launcherActivated) //Update the cursor of the user to a cool looking target icon
   			. = TRUE
  
positive.code: 	//UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed
  
  /datum/centcom_podlauncher/proc/launch(turf/A) //Game time started
  	if (isnull(A))	
  		return
  	var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
  	toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
  
negative.code: 	orderedArea = list()
  	if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
  		var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
  		var/endX = A.contents[1].x 
  		var/startY = A.contents[1].y
  		var/endY = A.contents[1].y
  		for (var/turf/T in A) //For each turf in the area, go through and find:
  