anchor.diff:  		return
   	glow_effect.layer = LOW_ITEM_LAYER
   	glow_effect.fadeAway(openingDelay)
  -	message_admins("HUU!")
   
   /obj/structure/closet/supplypod/Destroy()
   	open_pod(src, broken = TRUE) //Lets dump our contents by opening up
  
positive.code: 	density = TRUE //Density is originally false so the pod doesn't block anything while it's still falling through the air
  	if (landingSound)
  		playsound(get_turf(src), landingSound, soundVolume, FALSE, FALSE)
  	for (var/mob/living/M in T)
  		if (effectLimb && iscarbon(M)) //If effectLimb is true (which means we pop limbs off when we hit people):
  			var/mob/living/carbon/CM = M
  
negative.code: 
  /obj/structure/closet/supplypod/proc/SetReverseIcon()
  	fin_mask = "bottomfin"
  	if (POD_STYLES[style][POD_SHAPE] == POD_SHAPE_NORML)
  		icon_state = initial(icon_state) + "_reverse"
  	pixel_x = initial(pixel_x) 
  	transform = matrix()
  	update_icon()
  