anchor.diff:  /obj/vehicle/ridden/wheelchair/obj_destruction(damage_flag)
   	new /obj/item/stack/rods(drop_location(), 1)
   	new /obj/item/stack/sheet/iron(drop_location(), 1)
  -	..()
  -
  -/obj/vehicle/ridden/wheelchair/Destroy()
  -	if(has_buckled_mobs())
  -		var/mob/living/carbon/H = buckled_mobs[1]
  -		unbuckle_mob(H)
   	return ..()
   
   /obj/vehicle/ridden/wheelchair/Moved()
   	. = ..()
  -	cut_overlays()
   	playsound(src, 'sound/effects/roll.ogg', 75, TRUE)
  -	if(has_buckled_mobs())
  -		handle_rotation_overlayed()
   
   
   /obj/vehicle/ridden/wheelchair/post_buckle_mob(mob/living/user)
   	. = ..()
  -	handle_rotation_overlayed()
  +	update_appearance()
   
   /obj/vehicle/ridden/wheelchair/post_unbuckle_mob()
   	. = ..()
  -	cut_overlays()
  +	update_appearance()
   
   /obj/vehicle/ridden/wheelchair/setDir(newdir)
  -	..()
  -	handle_rotation(newdir)
  +	. = ..()
  +	update_appearance()
   
   /obj/vehicle/ridden/wheelchair/wrench_act(mob/living/user, obj/item/I) //Attackby should stop it attacking the wheelchair after moving away during decon
   	..()
  
positive.code: 		qdel(src)
  	return TRUE
  
  /obj/vehicle/ridden/wheelchair/proc/handle_rotation(direction)
  	if(has_buckled_mobs())
  		handle_rotation_overlayed()
  		for(var/m in buckled_mobs)
  			var/mob/living/buckled_mob = m
  			buckled_mob.setDir(direction)
  
  /obj/vehicle/ridden/wheelchair/proc/handle_rotation_overlayed()
  	cut_overlays()
  	var/image/V = image(icon = icon, icon_state = overlay_icon, layer = FLY_LAYER, dir = src.dir)
  	add_overlay(V)
  
  
  
  /obj/vehicle/ridden/wheelchair/proc/can_be_rotated(mob/living/user)
  	return TRUE
  
  /obj/vehicle/ridden/wheelchair/proc/can_user_rotate(mob/living/user)
  	var/mob/living/L = user
  	if(istype(L))
  
negative.code: 	w_class = WEIGHT_CLASS_NORMAL
  	force = 8 //Force is same as a chair
  	custom_materials = list(/datum/material/iron = 10000)
  	///The wheelchair vehicle type we create when we unfold this chair
  	var/unfolded_type = /obj/vehicle/ridden/wheelchair
  
  /obj/item/wheelchair/gold
  