anchor.diff:  	var/screen_start_x = 4								//These two are where the storage starts being rendered, screen_loc wise.
   	var/screen_start_y = 2
   	//End
  +	
  +	var/limited_random_access = FALSE					//Quick if statement in accessible_items to determine if we care at all about what people can access at once.
  +	var/limited_random_access_stack_position = 0					//If >0, can only access top <x> items
  +	var/limited_random_access_stack_bottom_up = FALSE				//If TRUE, above becomes bottom <x> items
   
   /datum/component/storage/Initialize(datum/component/storage/concrete/master)
   	if(!isatom(parent))
  
positive.code: 	var/datum/component/storage/concrete/master = master()
  	return master? master.real_location() : null
  
  /datum/component/storage/proc/accessible_items()
  	return contents()
  
  /datum/component/storage/proc/canreach_react(datum/source, list/next)
  	var/datum/component/storage/concrete/master = master()
  
negative.code: 					break
  	else
  		var/atom/real_location = real_location()
  		for(var/obj/O in accessible_items())
  			if(QDELETED(O))
  				continue
  			O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
  