anchor.diff:  /obj/structure/mineral_door/proc/Open()
   	isSwitchingStates = 1
   	playsound(loc, openSound, 100, 1)
  -	flick("[mineralType]opening",src)
  +	flick("[initial_state]opening",src)
   	sleep(10)
   	density = 0
   	opacity = 0
  
positive.code: 	isSwitchingStates = 0
  
  	if(close_delay != -1)
  		spawn(close_delay)
  			if(!isSwitchingStates && state == 1)
  				Close()
  
  /obj/structure/mineral_door/proc/Close()
  	var/turf/T = get_turf(src)
  	for(var/mob/living/L in T)
  		return
  	isSwitchingStates = 1
  	playsound(loc, closeSound, 100, 1)
  	flick("[mineralType]closing",src)
  	sleep(10)
  	density = 1
  	opacity = 1
  
negative.code: //machineryness
  
  /obj/structure/mineral_door
  	name = "metal door"
  	density = 1
  	anchored = 1
  	opacity = 1
  