anchor.diff:  				if(!isempty) break
   			if(isempty)
   				active = FALSE
  -				for(var/area/newareas/a in areas)
  +				for(var/area/a in areas)
   					for(var/mob/Enemies/M in a)
   						M.ChangeState(M.INACTIVE)
   
  
positive.code: 
  area/var/tmp/teleportNode/region
  
  /*mob/verb/testMap()
  	for(var/i in worldData.TeleportMap.teleports)
  		world << i
  
  
negative.code: 			if(!active) return
  
  			var/isempty = 1
  			for(var/area/a in areas)
  				for(var/mob/Player/M in a)
  					if(M != Obj)
  						isempty = 0
  