anchor.diff:  			M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
   		M.adjustBruteLoss(damage)
   
  -	if (B[1] || B[2] || B[3] || B[4]) //If the explosion list isn't all zeroes, call an explosion
  +	if (counterlist_sum(explosionSize) != 0) //If the explosion list isn't all zeroes, call an explosion
   		explosion(get_turf(src), B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod)) //less advanced equipment than bluespace pod, so larger explosion when landing
   	else if (!effectQuiet) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
   		playsound(src, "explosion", landingSound ? 15 : 80, 1)
  
positive.code: <<<<<<< HEAD
  //The "BDPtarget" temp visual is created by anything that "launches" a supplypod.  It makes two things: a falling droppod animation, and the droppod itself.
  //------------------------------------SUPPLY POD-------------------------------------//
  /obj/structure/closet/supplypod
  
negative.code: 	icon_state = "cargodisk"
  	item_state = "card-id"
  	w_class = WEIGHT_CLASS_SMALL
  