anchor.diff:  	var/mineralType = "metal"
   	var/state = 0 //closed, 1 == open
   	var/isSwitchingStates = 0
  +	var/close_delay = -1 //-1 if does not auto close.
   	var/hardness = 1
   	var/oreAmount = 7
   	var/openSound = 'sound/effects/stonedoor_openclose.ogg'
  
positive.code: 		update_icon()
  		isSwitchingStates = 0
  
  	proc/Close()
  		var/turf/T = get_turf(src)
  		for(var/mob/living/L in T)
  
negative.code: /obj/structure/mineral_door/resin
  	mineralType = "resin"
  	hardness = 1
  	close_delay = 100
  	openSound = 'sound/effects/attackblob.ogg'
  	closeSound = 'sound/effects/attackblob.ogg'
  
  