anchor.diff:  	if(locate(/obj/fire) in src)
   		return 1
   	var/datum/gas/volatile_fuel/fuel = locate() in air_contents.trace_gases
  -	var/obj/liquid_fuel/liquid = locate() in src
  +	var/obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in src
   	if(air_contents.calculate_firelevel(liquid) > vsc.IgnitionLevel && (fuel || liquid || air_contents.toxins > 0.5))
   		igniting = 1
   		if(air_contents.oxygen < 0.5)
  
positive.code: 	return 0
  
  
  datum/gas_mixture/proc/calculate_firelevel(obj/liquid_fuel/liquid)
  		//Calculates the firelevel based on one equation instead of having to do this multiple times in different areas.
  	var
  		datum/gas/volatile_fuel/fuel = locate() in trace_gases
  
negative.code: 						//Get whatever trace fuels are in the area
  						datum/gas/volatile_fuel/fuel = locate(/datum/gas/volatile_fuel/) in air_contents.trace_gases
  						//Also get liquid fuels on the ground.
  						obj/effect/decal/cleanable/liquid_fuel/liquid = locate() in S
  
  					var/datum/gas_mixture/flow = air_contents.remove_ratio(0.25)
  					//The reason we're taking a part of the air instead of all of it is so that it doesn't jump to
  