anchor.diff:  	icon_state = FLIGHTPACK_SPRITE_BASE
   	item_state = FLIGHTPACK_SPRITE_BASE
   	actions_types = list(/datum/action/item_action/flightpack/toggle_flight, /datum/action/item_action/flightpack/engage_boosters, /datum/action/item_action/flightpack/toggle_stabilizers, /datum/action/item_action/flightpack/change_power, /datum/action/item_action/flightpack/toggle_airbrake)
  -<<<<<<< HEAD
  -	armor = list(melee = 0, bullet = 0, laser = 0, energy = 10, bomb = 30, bio = 100, rad = 10, fire = 50, acid = 35)
  -
  -=======
   	armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 75)
  ->>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
   	w_class = WEIGHT_CLASS_BULKY
   	slot_flags = SLOT_BACK
   	resistance_flags = FIRE_PROOF
  
positive.code: 	var/deployedpack = FALSE
  	var/deployedshoes = FALSE
  	var/locked = FALSE
  <<<<<<< HEAD
  	resistance_flags = FIRE_PROOF
  	helmettype = /obj/item/clothing/head/helmet/space/hardsuit/flightsuit
  	jetpack = null
  	var/flightpack
  	var/flight = FALSE
  	allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/gun, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs)
  	actions_types = list(/datum/action/item_action/flightsuit/toggle_helmet, /datum/action/item_action/flightsuit/toggle_boots, /datum/action/item_action/flightsuit/toggle_flightpack, /datum/action/item_action/flightsuit/lock_suit)
  	armor = list(melee = 0, bullet = 0, laser = 0, energy = 10, bomb = 30, bio = 100, rad = 10, fire = 50, acid = 35)
  	var/maint_panel = FALSE
  	max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
  	var/obj/item/stock_parts/cell/cell
  	var/s_delay = 50
  
  /obj/item/clothing/suit/space/hardsuit/flightsuit/get_cell()
  	return cell
  =======
  	var/flightpack
  	var/flight = FALSE
  	var/maint_panel = FALSE
  >>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
  
  /obj/item/clothing/suit/space/hardsuit/flightsuit/full/Initialize()
  	makepack()
  	makeshoes()
  	resync()
  <<<<<<< HEAD
  	get_cell()
  =======
  	return ..()
  
  /obj/item/clothing/suit/space/hardsuit/flightsuit/ui_action_click()
  	return	//Handled in action datums.
  >>>>>>> 8d647ff... Flying mobs now clip past non flying mobs, various flightsuit/iontrail/movement tweaks/code improvements/bugfixes (#30570)
  
  /obj/item/clothing/suit/space/hardsuit/flightsuit/proc/usermessage(message, span = "boldnotice")
  	var/mob/targ = user
  
negative.code: 	var/emp_heal_amount = 0.06		//How much emp damage to heal per process.
  	var/emp_disable_threshold = 3	//3 weak ion, 2 strong ion hits.
  	var/emp_disabled = FALSE
  	var/requires_suit = TRUE
  
  	var/datum/effect_system/trail_follow/ion/flight/ion_trail
  