anchor.diff:  				qdel(M)
   
   		for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
  +			if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
  +				continue
   			qdel(O)
   
   		if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
  
positive.code: 	playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
  	for(var/atom/movable/AM in connected.loc)
  		if(!AM.anchored || AM == connected)
  			if(ismob(AM) && !isliving(AM))
  				continue
  			AM.forceMove(src)
  	recursive_organ_check(src)
  
negative.code: 
  /obj/structure/bodycontainer/on_log(login)
  	..()
  	update_appearance()
  
  /obj/structure/bodycontainer/Exited(atom/movable/gone, direction)
  	. = ..()
  	update_appearance()
  
  /obj/structure/bodycontainer/relaymove(mob/living/user, direction)
  