anchor.diff:  		log_game("Successfully added the [B.name] donor borg skin to the datumbase!")
   
   /datum/borg_skin/New()
  -	if(SSYogFeatures.DonorBorgHolder)
  -		if(!src in SSYogFeatures.DonorBorgHolder.skins)
  -			SSYogFeatures.DonorBorgHolder.AddSkin(src) //On new, add the skin to the borg skin database
  +	if(GLOB.DonorBorgHolder)
  +		if(!src in GLOB.DonorBorgHolder.skins)
  +			GLOB.DonorBorgHolder.AddSkin(src) //On new, add the skin to the borg skin database
   
   /mob/living/silicon/robot/proc/PickBorgSkin(var/forced = FALSE) //We'll do our own AI version inside its pre existent skin selector methinks
   	icon = initial(icon) //Redundancy in case they repick a skin after modulechange
  -	if(!SSYogFeatures.DonorBorgHolder)
  +	if(!GLOB.DonorBorgHolder)
   		message_admins("[client.ckey] just tried to change their borg skin, but there is no borg skin holder datum! (Has the game not started yet?)")
   		to_chat(src, "An error occured, if the game has not started yet, please try again after it has. The admins have been notified about this")
   		return FALSE
  
positive.code: 			to_chat(src, "You cannot reskin a syndicate cyborg :(")
  			return FALSE
  		var/datum/borg_skin/skins = list()
  		for(var/datum/borg_skin/S in SSYogFeatures.DonorBorgHolder.skins)
  			if(S.owner == client.ckey || !S.owner) //We own this skin.
  				if(!S.module_locked || S.module_locked == module.name)
  					skins += S //So add it to the temp list which we'll iterate through
  
negative.code: //GLOBAL_VAR_INIT(DonorBorgHolder, /datum/borg_skin_holder) Tried doing it this way, didn't work. :(
  GLOBAL_DATUM(DonorBorgHolder, /datum/borg_skin_holder)
  
  /world/New()
  	. = ..()
  	GLOB.DonorBorgHolder = new /datum/borg_skin_holder
  
  /mob/living/silicon/robot
  	var/special_skin = FALSE //Have we got a donor only skin?
  
  