anchor.diff:  
   /obj/structure/transit_tube_pod/dispensed/outside_tube()
   	qdel(src)
  +
  +#undef MOVE_ANIMATION_STAGE_ONE
  +#undef MOVE_ANIMATION_STAGE_TWO
  
positive.code: 
  	moving = TRUE
  
  	var/obj/structure/transit_tube/current_tube = null
  	var/next_dir
  	var/next_loc
  	var/last_delay = 0
  	var/exit_delay
  
  	for(var/obj/structure/transit_tube/tube in loc)
  		if(tube.has_exit(dir))
  			current_tube = tube
  			break
  
  	while(current_tube)
  		next_dir = current_tube.get_exit(dir)
  
  		if(!next_dir)
  			break
  
  		exit_delay = current_tube.exit_delay(src, dir)
  		last_delay += exit_delay
  
  		sleep(exit_delay)
  
  		next_loc = get_step(loc, next_dir)
  
  		current_tube = null
  
negative.code: 		if(current_tube == null)
  			setDir(next_dir)
  			Move(get_step(loc, dir), dir, DELAY_TO_GLIDE_SIZE(exit_delay)) // Allow collisions when leaving the tubes.
  			return
  
  		enter_delay = current_tube.enter_delay(src, next_dir)
  		if(enter_delay > 0)
  			addtimer(CALLBACK(src, .proc/move_animation, MOVE_ANIMATION_STAGE_TWO), enter_delay)
  			return
  		else
  			stage = MOVE_ANIMATION_STAGE_TWO
  	if(stage == MOVE_ANIMATION_STAGE_TWO)
  		setDir(next_dir)
  		set_glide_size(DELAY_TO_GLIDE_SIZE(enter_delay + exit_delay))
  		forceMove(next_loc) // When moving from one tube to another, skip collision and such.
  		density = current_tube.density
  
  		if(current_tube?.should_stop_pod(src, next_dir))
  			current_tube.pod_stopped(src, dir)
  		else
  			addtimer(CALLBACK(src, .proc/move_animation, MOVE_ANIMATION_STAGE_ONE), exit_delay)
  			return
  	density = TRUE
  	moving = FALSE
  
  