anchor.diff:  		var/Tmp = coords[1]
   		coords[1] = coords[2]
   		coords[2] = -Tmp
  -		pic.pixel_x = coords[1] * 32
  -		pic.pixel_y = coords[2] * 32
  +		pic.loc = locate(the_eye.x + coords[1], the_eye.y + coords[2], the_eye.z)
   	var/Tmp = x_offset
   	x_offset = y_offset
   	y_offset = -Tmp
  
positive.code: 	var/list/image_cache = the_eye.placement_images
  	for(var/i in 1 to image_cache.len)
  		var/image/I = image_cache[i]
  		I.loc = eyeturf
  		var/list/coords = image_cache[I]
  		var/turf/T = locate(eyeturf.x + coords[1], eyeturf.y + coords[2], eyeturf.z)
  		if(checkLandingTurf(T, overlappers))
  			I.icon_state = "green"
  		else
  			I.icon_state = "red"
  			. = FALSE
  
  /obj/machinery/computer/camera_advanced/shuttle_docker/proc/checkLandingTurf(turf/T, list/overlappers) 
  	// Too close to the map edge is never allowed 
  	if(!T || T.x == 1 || T.y == 1 || T.x == world.maxx || T.y == world.maxy) 
  		return FALSE
  	// If it's one of our shuttle areas assume it's ok to be there 
  	if(shuttle_port.shuttle_areas[T.loc]) 
  		return TRUE
  	// Checking for overlapping dock boundaries
  	for(var/i in 1 to overlappers.len)
  
negative.code: 	the_eye.placed_images = list()
  
  	for(var/V in the_eye.placement_images)
  		var/image/I = V
  		var/image/newI = image('icons/effects/alphacolors.dmi', the_eye.loc, "blue")
  		newI.loc = I.loc //It is highly unlikely that any landing spot including a null tile will get this far, but better safe than sorry
  		newI.layer = ABOVE_OPEN_TURF_LAYER
  		newI.plane = 0
  		newI.mouse_opacity = 0
  		the_eye.placed_images += newI
  
  	if(current_user && current_user.client)
  		current_user.client.images += the_eye.placed_images
  