anchor.diff:  	remove_as_source()
   	soundloop.stop()
   	is_playing_alarm = FALSE
  -	update_icon() //Sets the door lights even if the door doesn't move.
  +	update_appearance(UPDATE_ICON) //Sets the door lights even if the door doesn't move.
   	correct_state()
   
   /**
  
positive.code: 		base_icon_state = "sus"
  		desc += " This one looks a bit sus..."
  
  	return INITIALIZE_HINT_LATELOAD
  
  /obj/machinery/door/firedoor/LateInitialize()
  
negative.code: /obj/machinery/door/firedoor/bumpopen(mob/living/user)
  	return FALSE //No bumping to open, not even in mechs
  
  /obj/machinery/door/firedoor/proc/on_power_loss()
  	SIGNAL_HANDLER 
  	
  	soundloop.stop()
  
  /obj/machinery/door/firedoor/proc/on_power_restore()
  	SIGNAL_HANDLER 
  	
  	correct_state()
  
  	if(is_playing_alarm)
  