anchor.diff:  	density = 0       		// can walk through it.
   	var/id = null     		// id of door it controls.
   	var/releasetime = 0		// when world.timeofday reaches it - release the prisoner
  -	var/timing = 1    		// boolean, true/1 timer is on, false/0 means it's not timing
  +	var/timing = 0    		// boolean, true/1 timer is on, false/0 means it's not timing
   	var/picture_state		// icon_state of alert picture, if not displaying text/numbers
   	var/list/obj/machinery/targets = list()
   	var/timetoset = 0		// Used to set releasetime upon starting the timer
  -
  +	var/obj/item/device/radio/Radio
   	maptext_height = 26
   	maptext_width = 32
   
   /obj/machinery/door_timer/New()
   	..()
  +
  +	Radio = new /obj/item/device/radio(src)
  +	Radio.listening = 0
  +	Radio.config(list("Security" = 0))
   
   	pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32))
   	pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0))
  
positive.code: 
  
  		if(world.timeofday > src.releasetime)
  			src.timer_end() // open doors, reset timer, clear status screen
  			src.timing = 0
  
  		src.updateUsrDialog()
  		src.update_icon()
  
negative.code: /obj/machinery/door_timer/process()
  
  	if(stat & (NOPOWER|BROKEN))	return
  	if(timing)
  
  		// poorly done midnight rollover
  		// (no seriously there's gotta be a better way to do this)
  