anchor.diff:  	if(malf_cooldown)
   		return
   
  -	for(var/obj/machinery/firealarm/FA in machines) //activate firealarms
  +	var/obj/machinery/door/airlock/AL
  +	for(var/obj/machinery/door/D in portals)
   		spawn()
  -			FA.alarm()
  -	for(var/obj/machinery/door/poddoor/BD in portals) //Close blast doors!
  -		spawn()
  -			BD.close()
  -	for(var/obj/machinery/door/airlock/AL in portals) //shock-bolt airlocks
  -		spawn()
  -			if(AL.canAIControl() && !AL.stat) //Must be powered and have working AI wire.
  -				AL.locked = 0
  -				AL.safe = 0
  -				AL.close()
  -				AL.locked = 1
  -				AL.lights = 0
  -				AL.secondsElectrified = -1
  +			if(istype(D, /obj/machinery/door/airlock))
  +				AL = D
  +				if(AL.canAIControl() && !AL.stat) //Must be powered and have working AI wire.
  +					AL.locked = 0 //For airlocks that were bolted open.
  +					AL.safe = 0 //DOOR CRUSH
  +					AL.close()
  +					AL.locked = 1 //Bolt it!
  +					AL.lights = 0 //Stealth bolt for a classic AI door trap.
  +					AL.secondsElectrified = -1  //Shock it!
  +			else
  +				D.close() //Close ALL the doors!
   
   	var/obj/machinery/computer/communications/C = locate() in machines
   	if(C)
  
positive.code: 			if(AM.mod_pick_name == href_list["showdesc"])
  				temp = AM.description
  	src.use(usr)
  	return
negative.code: 	if(malf_cooldown)
  		return
  
  	var/obj/machinery/door/airlock/AL
  	for(var/obj/machinery/door/D in portals)
  		spawn()
  			if(istype(D, /obj/machinery/door/airlock))
  				AL = D
  				if(AL.canAIControl() && !AL.stat) //Must be powered and have working AI wire.
  					AL.locked = 0
  					AL.secondsElectrified = 0
  					AL.open()
  					AL.safe = 1
  					AL.lights = 1 //Essentially reset the airlock to normal.
  			else
  				D.open() //Open everything!
  
  	src << "<span class = 'notice'>Lockdown Lifted.</span>"
  	malf_cooldown = 1
  