anchor.diff:  		wearer.movement_type &= ~FLYING
   		wearer.pass_flags &= ~flight_passflags
   		flight = FALSE
  +		update_slowdown()
   		if(suit && suit.shoes)
   			suit.shoes.toggle(FALSE)
   		if(isturf(wearer.loc))
  
positive.code: 	var/obj/item/weapon/stock_parts/matter_bin/part_bin = null
  
  	var/crashing = FALSE	//Are we currently getting wrecked?
  	var/atom/movable/cached_pull
  	var/turf/old_pull_turf
  
  /obj/item/device/flightpack/proc/changeWearer(mob/changeto)
  	if(wearer)
  
negative.code: /obj/item/device/flightpack/proc/door_hit(obj/structure/mineral_door/door)
  	spawn()
  		door.Open()
  	var/turf/T = get_turf(door)
  	wearer.forceMove(T)
  	wearer.visible_message("<span class='boldnotice'>[wearer] rolls to their sides and slips past [door]!</span>")
  
  /obj/item/device/flightpack/proc/crash_grille(obj/structure/grille/target)
  