anchor.diff:  	if(created)
   		return ..()
   	if(LAZYLEN(contents))
  +		var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
  +		if(!locker_temp_instance)
  +			return ..()
   		for(var/atom/movable/AM in contents)
   			locker_temp_instance.insert(AM)
   		locker_temp_instance.welded = weld
  
positive.code: 	var/weld = TRUE
  	var/created = FALSE //prevents creation of more then one locker if it has multiple hits
  	var/locker_suck = TRUE
  	var/obj/structure/closet/decay/locker_temp_instance
  
  /obj/projectile/magic/locker/Initialize()
  	. = ..()
  	locker_temp_instance = new(src)
  
  /obj/projectile/magic/locker/prehit_pierce(atom/A)
  	. = ..()
  
negative.code: 		if(M.anti_magic_check()) // no this doesn't check if ..() returned to phase through do I care no it's magic ain't gotta explain shit
  			M.visible_message(span_warning("[src] vanishes on contact with [A]!"))
  			return PROJECTILE_DELETE_WITHOUT_HITTING
  		var/obj/structure/closet/decay/locker_temp_instance = locker_ref.resolve()
  		if(!locker_temp_instance?.insertion_allowed(M))
  			return
  		M.forceMove(src)
  		return PROJECTILE_PIERCE_PHASE
  