anchor.diff: -/obj/machinery/door/poddoor
  -	name = "blast door"
  -	desc = "A heavy duty blast door that opens mechanically."
  -	icon = 'icons/obj/doors/blastdoor.dmi'
  -	icon_state = "closed"
  -	var/id = 1
  +/obj/machinery/door/poddoor
  +	name = "blast door"
  +	desc = "A heavy duty blast door that opens mechanically."
  +	icon = 'icons/obj/doors/blastdoor.dmi'
  +	icon_state = "closed"
  +	var/id = 1
   	sub_door = TRUE
  -	explosion_block = 3
  +	explosion_block = 3
   	heat_proof = TRUE
   	safe = FALSE
  -<<<<<<< HEAD
  -	max_integrity = 600
  -	armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
  -	resistance_flags = FIRE_PROOF
  -	damage_deflection = 70
  -
  -/obj/machinery/door/poddoor/preopen
  -	icon_state = "open"
  -=======
   	max_integrity = 600
   	armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
   	resistance_flags = FIRE_PROOF
  
positive.code: /obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
  	if(stat & NOPOWER)
  		open(1)
  >>>>>>> 97881b6... Merge pull request #33858 from nero1024/blastdoor-sound
  
negative.code: 	
  /obj/machinery/door/poddoor/preopen
  	icon_state = "open"
  	density = FALSE
  	opacity = 0
  
  /obj/machinery/door/poddoor/ert
  	desc = "A heavy duty blast door that only opens for dire emergencies."
  
  //special poddoors that open when emergency shuttle docks at centcom
  /obj/machinery/door/poddoor/shuttledock
  	var/checkdir = 4	//door won't open if turf in this dir is `turftype`
  	var/turftype = /turf/open/space
  
  /obj/machinery/door/poddoor/shuttledock/proc/check()
  	var/turf/T = get_step(src, checkdir)
  	if(!istype(T, turftype))
  		INVOKE_ASYNC(src, .proc/open)
  	else
  		INVOKE_ASYNC(src, .proc/close)
  
  /obj/machinery/door/poddoor/CollidedWith(atom/movable/AM)
  	if(density)
  		return 0
  	else
  