anchor.diff: -<<<<<<< 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
  
positive.code: 			M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
  		M.adjustBruteLoss(damage)
  
  	for (var/i in B)
  		boomTotal += i //Count up all the values of the explosion
  
  	if (boomTotal != 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)
  
negative.code: /obj/structure/closet/supplypod/proc/preOpen() //Called before the open() proc. Handles anything that occurs right as the pod lands.
  	var/turf/T = get_turf(src)
  	var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
  	if (landingSound)
  		playsound(get_turf(src), landingSound, soundVolume, 0, 0)
  	for (var/mob/living/M in T)
  