anchor.diff:  	canSmoothWith = list(/turf/open/floor/fakepit, /turf/open/chasm)
   	density = TRUE //This will prevent hostile mobs from pathing into chasms, while the canpass override will still let it function like an open turf
   	var/static/list/falling_atoms = list() //Atoms currently falling into the chasm
  +	var/static/list/forbidden_types = typecacheof(list(/obj/effect/portal, /obj/singularity, /obj/structure/stone_tile, /obj/item/projectile, /obj/effect/abstract, /obj/effect/temp_visual))
   	var/drop_x = 1
   	var/drop_y = 1
   	var/drop_z = 1
  
positive.code: 		return FALSE
  	if(!isliving(AM) && !isobj(AM))
  		return FALSE
  	if(istype(AM, /obj/singularity) || istype(AM, /obj/item/projectile) || AM.throwing)
  		return FALSE
  	if(istype(AM, /obj/effect/portal))
  		//Portals aren't affected by gravity. Probably.
  		return FALSE
  	if(istype(AM, /obj/structure/stone_tile))
  		return FALSE
  	//Flies right over the chasm
  	if(isliving(AM))
  
negative.code: 			J.chasm_react(H)
  			return FALSE
  	return TRUE
  
  
  /turf/open/chasm/proc/drop(atom/movable/AM)
  	//Make sure the item is still there after our sleep
  