anchor.diff:  /obj/item/device/flightpack/proc/door_hit(obj/structure/mineral_door/door)
   	spawn()
   		door.Open()
  -	update_cached_pull()
  -	var/turf/old = get_turf(wearer)
   	var/turf/T = get_turf(door)
   	wearer.forceMove(T)
  -	handle_linked_movement(old, T)
   	wearer.visible_message("<span class='boldnotice'>[wearer] rolls to their sides and slips past [door]!</span>")
   
   /obj/item/device/flightpack/proc/crash_grille(obj/structure/grille/target)
  
positive.code: 			adjust_momentum(momentum_increment, 0)
  		if(WEST)
  			adjust_momentum(-momentum_increment, 0)
  	handle_linked_movement(oldLoc, get_turf(wearer))
  
  //The wearer has momentum left. Move them and take some away, while negating the momentum that moving the wearer would gain. Or force the wearer to lose control if they are incapacitated.
  /obj/item/device/flightpack/proc/momentum_drift()
  
negative.code: 	momentum_y = Clamp(momentum_y + amounty, -momentum_max, momentum_max)
  	calculate_momentum_speed()
  
  /obj/item/device/flightpack/intercept_user_move(dir, mob, newLoc, oldLoc)
  	if(!flight)
  		return
  	var/momentum_increment = momentum_gain
  	if(boost)
  		momentum_increment = boost_power
  