anchor.diff:  		return TRUE
   	if(user.drop_item() && uses)
   		user.visible_message("<span class='warning'>[user] drops [I] into [src]!</span>", "<span class='danger'>You drop [I] into [src]!</span>")
  -		pass_through_gateway(I)
  +		pass_through_gateway(I, TRUE)
   		return TRUE
   	return ..()
   
  
positive.code: 	var/lifetime = 25 //How many deciseconds this portal will last
  	var/uses = 1 //How many objects or mobs can go through the portal
  	var/obj/effect/clockwork/spatial_gateway/linked_gateway //The gateway linked to this one
  
  /obj/effect/clockwork/spatial_gateway/New()
  	..()
  	addtimer(src, "check_setup", 1)
  
  /obj/effect/clockwork/spatial_gateway/proc/check_setup()
  	if(!linked_gateway)
  
negative.code: 	var/atom/movable/target = possible_targets[input_target_key]
  	if(!src || !target || !invoker || !invoker.canUseTopic(src, BE_CLOSE) || !is_servant_of_ratvar(invoker) || (istype(src, /obj/item) && invoker.get_active_held_item() != src))
  		return FALSE //if any of the involved things no longer exist, the invoker is stunned, too far away to use the object, or does not serve ratvar, or if the object is an item and not in the mob's active hand, fail
  	if(isliving(target))
  		var/mob/living/L = target
  		if(L.stat != CONSCIOUS)
  			invoker << "<span class='warning'>That target is no longer conscious!</span>"
  			return procure_gateway(invoker, time_duration, gateway_uses, two_way) //try again?
  	var/istargetobelisk = istype(target, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
  	if(istargetobelisk)
  		gateway_uses *= 2
  