anchor.diff:  
   		processed |= A
   
  -	return found+	return found
  
positive.code: 					toupdate += X
  
  					if(turftoleave)
  						var/turf/ttl = new turftoleave(T)
  
  //						var/area/AR2 = ttl.loc
  
  //						if(AR2.lighting_use_dynamic)						//TODO: rewrite this code so it's not messed by lighting ~Carn
  //							ttl.opacity = !ttl.opacity
  //							ttl.sd_SetOpacity(!ttl.opacity)
  
  						fromupdate += ttl
  
  					else
  						T.ChangeTurf(/turf/space)
  
  
negative.code: 					var/old_icon_state1 = T.icon_state
  					var/old_icon1 = T.icon
  
  					var/turf/X = B.ChangeTurf(T.type)
  					X.dir = old_dir1
  					X.icon_state = old_icon_state1
  					X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
  
  					var/turf/simulated/ST = T
  					if(istype(ST) && ST.zone)
  						var/turf/simulated/SX = X
  						if(!SX.air)
  							SX.make_air()
  						SX.air.copy_from(ST.zone.air)
  						ST.zone.remove(ST)
  
  					/* Quick visual fix for some weird shuttle corner artefacts when on transit space tiles */
  					if(direction && findtext(X.icon_state, "swall_s"))
  