anchor.diff:  	mouse_opacity = 0
   	var/duration = 10
   	var/randomdir = 1
  -	var/loopless_icon = null //Workaround so that pooled effects that normally don't repeat will repeat when taken from the pool.
   
   /obj/effect/overlay/temp/Destroy()
   	..()
  
positive.code: 
  /obj/effect/overlay/temp/revenant/cracks
  	name = "glowing cracks"
  	loopless_icon = "purplecrack"
  	duration = 6
  
  
  
negative.code: /obj/effect/overlay/temp/New()
  	if(randomdir)
  		dir = pick(cardinal)
  	flick("[icon_state]", src) //Because we might be pulling it from a pool, flick whatever icon it uses so it starts at the start of the icon's animation.
  	spawn(duration)
  		qdel(src)
  
  
  /obj/effect/overlay/temp/cult
  	name = "unholy glow"
  	icon_state = "wallglow"
  	layer = 2.01
  	randomdir = 0
  	duration = 10
  
  /obj/effect/overlay/temp/cult/floor
  	icon_state = "floorglow"
  	duration = 5
  
  
  