anchor.diff:  			shardPool = shardPool + Shard
   		if (/obj/item/weapon/shard/plasma)
   			if (isnull(plasmaShardPool))
  +				#if DEBUG_OBJECT_POOL
  +				world << "Plasma shard pool is empty, recreating list."
  +				#endif
   				plasmaShardPool = new /list()
   
   			var /obj/item/weapon/shard/plasma/Plasma = A
  
positive.code: 			plasmaShardPool = plasmaShardPool + Plasma
  		if (/obj/structure/grille)
  			if (isnull(grillePool))
  				grillePool = new /list()
  
  			var /obj/structure/grille/Grille = A
  
negative.code: 	switch (A)
  		if (/obj/item/weapon/shard)
  			if (isnull(shardPool))
  				#if DEBUG_OBJECT_POOL
  				world << "New proc has been called (/obj/item/weapon/shard)."
  				#endif
  				return new /obj/item/weapon/shard()
  
  			. = shardPool[FIRST_OBJECT]
  