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