anchor.diff:  			unmagify()
   		else
   			addtimer(CALLBACK(src, .proc/decay), 15 SECONDS)
  -
  -/obj/structure/closet/decay/contents_explosion(severity, target)
  -	for(var/atom/A in contents)
  -		A.ex_act(severity/2, target) //Difference is it does half the damage to contents from explosion, to make fireball not completely instakill
  -		CHECK_TICK
   
   /obj/structure/closet/decay/proc/unmagify()
   	icon_state = weakened_icon
  
positive.code: 	return ..()
  
  /obj/item/projectile/magic/locker/Destroy()
  	for(var/atom/movable/AM in contents)
  		AM.forceMove(get_turf(src))
  	. = ..()
  
negative.code: 	flag = "magic"
  	var/weld = TRUE
  	var/created = FALSE //prevents creation of more then one locker if it has multiple hits
  	var/locker_suck = TRUE
  
  /obj/item/projectile/magic/locker/prehit(atom/A)
  	if(ismob(A) && locker_suck)
  		var/mob/M = A
  		if(M.anti_magic_check())
  			M.visible_message("<span class='warning'>[src] vanishes on contact with [A]!</span>")
  