anchor.diff:  /obj/machinery/door_timer/process()
   
   	if(stat & (NOPOWER|BROKEN))	return
  -	if(src.timing)
  +	if(timing)
   
   		// poorly done midnight rollover
   		// (no seriously there's gotta be a better way to do this)
  
positive.code: 	density = 0       		// can walk through it.
  	var/id = null     		// id of door it controls.
  	var/releasetime = 0		// when world.timeofday reaches it - release the prisoner
  	var/timing = 1    		// boolean, true/1 timer is on, false/0 means it's not timing
  	var/picture_state		// icon_state of alert picture, if not displaying text/numbers
  	var/list/obj/machinery/targets = list()
  	var/timetoset = 0		// Used to set releasetime upon starting the timer
  
  	maptext_height = 26
  	maptext_width = 32
  
  /obj/machinery/door_timer/New()
  	..()
  
  	pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32))
  	pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0))
  
negative.code: 
  
  		if(world.timeofday > src.releasetime)
  			Radio.autosay("Timer has expired. Releasing prisoner.", src.name, "Security", list(src.z))
  			timer_end() // open doors, reset timer, clear status screen
  			timing = 0
  
  		src.updateUsrDialog()
  		src.update_icon()
  