anchor.diff:  		return
   	SSair.remove_from_active(src)
   	visibilityChanged()
  +	QDEL_LIST(blueprint_data)
   	initialized = FALSE
   	requires_activation = FALSE
   	..()
  
positive.code: 	else
  		W.baseturf = old_baseturf
  
  	if(!defer_change)
  		W.AfterChange(ignore_air)
  
  	if(SSlighting.initialized)
  		recalc_atom_opacity()
  
negative.code: 	var/old_lighting_object = lighting_object
  	var/old_corners = corners
  
  	var/old_exl = explosion_level
  	var/old_exi = explosion_id
  	var/old_bp = blueprint_data
  	blueprint_data = null
  
  	var/old_baseturf = baseturf
  	changing_turf = TRUE
  
  	qdel(src)	//Just get the side effects and call Destroy
  	var/turf/W = new path(src)
  
  