anchor.diff:  				marked_item = 		item
   				message += "You mark [item] for recall.</span>"
   				name = "Recall [item]"
  -				processing_objects.Add(src)
   				break
   
   			if(!marked_item)
  
positive.code: 			message = "<span class='notice'>You remove the mark on [marked_item] to use elsewhere.</span>"
  			name = "Instant Summons"
  			marked_item = 		null
  			processing_objects.Remove(src)
  
  		else	//Getting previously marked item
  			var/obj/item_to_retrive = marked_item
  
negative.code: 			while(!isturf(item_to_retrive.loc) && infinite_recursion < 10) //if it's in something you get the whole thing.
  				if(ismob(item_to_retrive.loc)) //If its on someone, properly drop it
  					var/mob/M = item_to_retrive.loc
  
  					if(issilicon(M)) //Items in silicons warp the whole silicon
  						M.loc.visible_message("<span class='warning'>[M] suddenly disappears!</span>")
  						M.loc = user.loc
  						M.loc.visible_message("<span class='caution'>[M] suddenly appears!</span>")
  						item_to_retrive = null
  						break
  
  					M.unEquip(item_to_retrive)
  
  					if(iscarbon(M)) //Edge case housekeeping
  						var/mob/living/carbon/C = M
  						if(C.internal_organs && item_to_retrive in C.internal_organs) //KALIMA!
  							C.internal_organs -= item_to_retrive
  							if(istype(marked_item,/obj/item/organ/brain)) //If this code ever runs I will be happy
  								var/obj/item/organ/brain/B
  								B.transfer_identity(C)
  								add_logs(user, C, "magically debrained", addition="INTENT: [uppertext(user.a_intent)]")
  						if(C.stomach_contents && item_to_retrive in C.stomach_contents)
  							C.stomach_contents -= item_to_retrive
  
  				else
  					item_to_retrive = item_to_retrive.loc
  				infinite_recursion += 1
  
  			if(!item_to_retrive)
  				return
  
  			item_to_retrive.loc.visible_message("<span class='warning'>The [item_to_retrive.name] suddenly disappears!</span>")
  
  