anchor.diff:  	var/old_affecting_lights = affecting_lights
   	var/old_lighting_object = lighting_object
   	var/old_corners = corners
  + 
  +	var/old_exl = explosion_level
  +	var/old_exi = explosion_id
  +	var/old_bp = blueprint_data
  +	blueprint_data = null
   
   	var/old_baseturf = baseturf
   	changing_turf = TRUE
  +
   	qdel(src)	//Just get the side effects and call Destroy
   	var/turf/W = new path(src)
   
  
positive.code: 	else
  		W.baseturf = old_baseturf
  
  	if(!defer_change)
  		W.AfterChange(ignore_air)
  
  	if(SSlighting.initialized)
  		recalc_atom_opacity()
  		lighting_object = old_lighting_object
  
negative.code: 		return
  	SSair.remove_from_active(src)
  	visibilityChanged()
  	QDEL_LIST(blueprint_data)
  	initialized = FALSE
  	requires_activation = FALSE
  	..()
  