anchor.diff:  
   
   //okay, here's the good teleporting stuff
  -/obj/machinery/gateway/centerstation/Bumped(atom/movable/M as mob|obj)
  +/obj/machinery/gateway/centerstation/Bumped(atom/movable/AM as mob|obj)
   	if(!ready)		
   		return
   	if(!active)		
  
positive.code: 		return
  
  	if(awaygate.calibrated)
  		M.loc = get_step(awaygate.loc, SOUTH)
  		M.dir = SOUTH
  		return
  	else
  		var/obj/effect/landmark/dest = pick(awaydestinations)
  		if(dest)
  			M.loc = dest.loc
  			M.dir = SOUTH
  			use_power(5000)
  		return
  
  
negative.code: 	toggleoff()
  
  
  /obj/machinery/gateway/centeraway/Bumped(atom/movable/AM as mob|obj)
  	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.dir = SOUTH
  	if (ismob(AM))
  		var/mob/M = AM
  		if (M.client)
  			client.move_delay = world.time + 5
  
  
  /obj/machinery/gateway/centeraway/attackby(obj/item/device/W, mob/user, params)
  