anchor.diff:  
   		if(SHUTTLE_DOCKED)
   			if(time_left <= 0 && SSshuttle.emergencyNoEscape)
  -				priority_announce("Hostile enviroment detected. Departure has been postponed indefinitely pending conflict resolution.", null, 'sound/misc/notice1.ogg', "Priority")
  +				priority_announce("Hostile environment detected. Departure has been postponed indefinitely pending conflict resolution.", null, 'sound/misc/notice1.ogg', "Priority")
  +				sound_played = 0
   				mode = SHUTTLE_STRANDED
  +			if(time_left <= 50 && !sound_played) //4 seconds left - should sync up with the launch
  +				sound_played = 1
  +				for(var/area/shuttle/escape/E in world)
  +					for(var/mob/M in E)
  +						M << 'sound/effects/hyperspace_begin.ogg' //Play the launch sound to all mobs on the shuttle
   			if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
  -				world << 'sound/effects/hyperspace_begin.ogg'
  -				sleep(55) //I TRIED PUTTING A SPAWN() HERE AND IT MADE THE SHUTTLE EXPLODE. DON'T TOUCH THIS. Also it's 55 so it times up with the launch.
   				//move each escape pod to its corresponding transit dock
   				for(var/obj/docking_port/mobile/pod/M in SSshuttle.mobile)
   					if(M.z == ZLEVEL_STATION) //Will not launch from the mine/planet
  
positive.code: 	dir = 4
  	travelDir = -90
  	roundstart_move = "emergency_away"
  
  /obj/docking_port/mobile/emergency/New()
  	..()
  
negative.code: 				for(var/obj/docking_port/mobile/pod/M in SSshuttle.mobile)
  					M.dock(SSshuttle.getDock("[M.id]_away"))
  				//now move the actual emergency shuttle to centcomm
  				for(var/area/shuttle/escape/E in world)
  					for(var/mob/M in E)
  						E << 'sound/effects/hyperspace_end.ogg'
  				dock(SSshuttle.getDock("emergency_away"))
  				mode = SHUTTLE_ENDGAME
  				timer = 0
  