anchor.diff:  	orderedArea = list()
   	if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
   		var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
  -		var/endX = A.contents[1].x
  +		var/endX = A.contents[1].x	
   		var/startY = A.contents[1].y
   		var/endY = A.contents[1].y
   		for (var/turf/T in A) //For each turf in the area, go through and find:
  
positive.code: 	//UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed
  
  /datum/centcom_podlauncher/proc/launch(turf/A) //Game time started
  	if (isnull(A))
  		return
  	var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
  	toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
  
negative.code: 				orderedArea.Add(locate(j,startY - (i - endY),1)) //After gathering the start/end x and y, go through locating each turf from top left to bottom right, like one would read a book
  	return orderedArea //Return the filled list
  
  /datum/centcom_podlauncher/proc/preLaunch() //Creates a list of acceptable items,	
  	numTurfs = 0 //Counts the number of turfs that can be launched (remember, supplypods either launch all at once or one turf-worth of items at a time)
  	acceptableTurfs = list()
  	for (var/turf/T in orderedArea) //Go through the orderedArea list
  