anchor.diff:  				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,	
  +/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
  
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: 				temp_pod.soundVolume = 50
  			. = TRUE
  		////////////////////////////STYLE CHANGES//////////////////
  		//Style is a value that is used to keep track of what the pod is supposed to look like. It can be used with the POD_STYLES list (in cargo.dm defines) 
  		//as a way to get the proper icon state, name, and description of the pod.
  		if("styleStandard")
  			temp_pod.setStyle(STYLE_STANDARD)
  