anchor.diff:  
   
   /obj/machinery/gateway/centeraway/Bumped(atom/movable/AM)
  -	if(!ready)	
  -		return
  -	if(!active)	
  -		return
  -	if(!stationgate || qdeleted(stationgate))	
  +	if(!ready)
  +		return
  +	if(!active)
  +		return
  +	if(!stationgate || qdeleted(stationgate))
   		return
   	if(istype(AM, /mob/living/carbon))
   		for(var/obj/item/weapon/implant/exile/E in AM)//Checking that there is an exile implant in the contents
   			if(E.imp_in == AM)//Checking that it's actually implanted vs just in their pocket
   				AM << "\black The station gate has detected your exile implant and is blocking your entry."
   				return
  -	AM.loc = get_step(stationgate.loc, SOUTH)
  +	AM.forceMove(get_step(stationgate.loc, SOUTH))
   	AM.dir = SOUTH
   	if (ismob(AM))
   		var/mob/M = AM
  
positive.code: 	else
  		var/obj/effect/landmark/dest = pick(awaydestinations)
  		if(dest)
  			AM.loc = dest.loc
  			AM.dir = SOUTH
  			use_power(5000)
  		return
  
negative.code: 
  //okay, here's the good teleporting stuff
  /obj/machinery/gateway/centerstation/Bumped(atom/movable/AM)
  	if(!ready)
  		return
  	if(!active)
  		return
  	if(!awaygate || qdeleted(awaygate))
  		return
  
  	if(awaygate.calibrated)
  		AM.forceMove(get_step(awaygate.loc, SOUTH))
  		AM.dir = SOUTH
  		if (ismob(AM))
  			var/mob/M = AM
  