anchor.diff:  		((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48),
   		((hi4 >= 65 ? hi4-55 : hi4-48)<<4) | (lo4 >= 65 ? lo4-55 : lo4-48))
   
  -
  -/*
  -Get flat icon by DarkCampainger. As it says on the tin, will return an icon with all the overlays
  -as a single icon. Useful for when you want to manipulate an icon via the above as overlays are not normally included.
  -The _flatIcons list is a cache for generated icon files.
  -*/
  -
   // Creates a single icon from a given /atom or /image.  Only the first argument is required.
   /proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
  -	// We start with a blank canvas, otherwise some icon procs crash silently
  -	var/icon/flat = icon('icons/effects/effects.dmi', "nothing") // Final flattened icon
  -	if(!A)
  -		return flat
  -	if(A.alpha <= 0)
  -		return flat
  +	//Define... defines.
  +	var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
  +
  +	#define BLANK icon(flat_template)
  +	#define SET_SELF(SETVAR) var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null);if(A.alpha<255)SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);if(A.color)SELF_ICON.Blend(A.color,ICON_MULTIPLY);;##SETVAR=SELF_ICON;
  +
  +	#define INDEX_X_LOW 1
  +	#define INDEX_X_HIGH 2
  +	#define INDEX_Y_LOW 3
  +	#define INDEX_Y_HIGH 4
  +
  +	#define flatX1 flat_size[INDEX_X_LOW]
  +	#define flatX2 flat_size[INDEX_X_HIGH]
  +	#define flatY1 flat_size[INDEX_Y_LOW]
  +	#define flatY2 flat_size[INDEX_Y_HIGH]
  +	#define addX1 add_size[INDEX_X_LOW]
  +	#define addX2 add_size[INDEX_X_HIGH]
  +	#define addY1 add_size[INDEX_Y_LOW]
  +	#define addY2 add_size[INDEX_Y_HIGH]
  +
  +	if(!A || A.alpha <= 0)
  +		return BLANK
  +
   	var/noIcon = FALSE
  -
   	if(start)
   		if(!defdir)
   			defdir = A.dir
  
positive.code: 
  //What the mob looks like as animated static
  //By vg's ComicIronic
  /proc/getStaticIcon(icon/A, safety=1)
  	var/icon/flat_icon = safety ? A : new(A)
  	flat_icon.Blend(rgb(255,255,255))
  	flat_icon.BecomeAlphaMask()
  	var/icon/static_icon = new/icon('icons/effects/effects.dmi', "static_base")
  	static_icon.AddAlphaMask(flat_icon)
  	return static_icon
  
  
  //What the mob looks like as a pitch black outline
  //By vg's ComicIronic
  
negative.code: 		if(!defblend)
  			defblend = A.blend_mode
  
  	var/curicon = A.icon || deficon
  	var/curstate = A.icon_state || defstate
  
  	if(!((noIcon = (!curicon))))
  		var/curstates = icon_states(curicon)
  		if(!(curstate in curstates))
  			if("" in curstates)
  				curstate = ""
  			else
  				noIcon = TRUE // Do not render this object.
  
  	var/curdir
  	var/base_icon_dir	//We'll use this to get the icon state to display if not null BUT NOT pass it to overlays as the dir we have
  
  	//These should use the parent's direction (most likely)
  	if(!A.dir || A.dir == SOUTH)
  		curdir = defdir
  	else
  		curdir = A.dir
  
  	if(!base_icon_dir)
  		base_icon_dir = curdir
  
  	ASSERT(!BLEND_DEFAULT)		//I might just be stupid but lets make sure this define is 0.
  
  	var/curblend = A.blend_mode || defblend
  
  	if(A.overlays.len || A.underlays.len)
  		var/icon/flat = BLANK
  		// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
  		var/list/layers = list()
  		var/image/copy
  		// Add the atom's icon itself, without pixel_x/y offsets.
  		if(!noIcon)
  			copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
  			copy.color = A.color
  			copy.alpha = A.alpha
  			copy.blend_mode = curblend
  			layers[copy] = A.layer
  
  		// Loop through the underlays, then overlays, sorting them into the layers list
  		for(var/process_set in 0 to 1)
  			var/list/process = process_set? A.overlays : A.underlays
  			for(var/i in 1 to process.len)
  				var/image/current = process[i]
  				if(!current)
  					continue
  				if(current.plane != FLOAT_PLANE && current.plane != A.plane)
  					continue
  				var/current_layer = current.layer
  				if(current_layer < 0)
  					if(current_layer <= -1000)
  						return flat
  					current_layer = process_set + A.layer + current_layer / 1000
  
  				for(var/p in 1 to layers.len)
  					var/image/cmp = layers[p]
  					if(current_layer < layers[cmp])
  						layers.Insert(p, current)
  						break
  				layers[current] = current_layer
  
  		//sortTim(layers, /proc/cmp_image_layer_asc)
  
  		var/icon/add // Icon of overlay being added
  
  		// Current dimensions of flattened icon
  		var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
  		// Dimensions of overlay being added
  		var/list/add_size[4]
  
  		for(var/V in layers)
  			var/image/I = V
  			if(I.alpha == 0)
  				continue
  
  			if(I == copy) // 'I' is an /image based on the object being flattened.
  				curblend = BLEND_OVERLAY
  				add = icon(I.icon, I.icon_state, base_icon_dir)
  			else // 'I' is an appearance object.
  				add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
  			if(!add)
  				continue
  			// Find the new dimensions of the flat icon to fit the added overlay
  			add_size = list(
  				min(flatX1, I.pixel_x+1),
  				max(flatX2, I.pixel_x+add.Width()),
  				min(flatY1, I.pixel_y+1),
  				max(flatY2, I.pixel_y+add.Height())
  			)
  
  			if(flat_size ~! add_size)
  				// Resize the flattened icon so the new icon fits
  				flat.Crop(
  				addX1 - flatX1 + 1,
  				addY1 - flatY1 + 1,
  				addX2 - flatX1 + 1,
  				addY2 - flatY1 + 1
  				)
  				flat_size = add_size.Copy()
  
  			// Blend the overlay into the flattened icon
  			flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
  
  		if(A.color)
  			flat.Blend(A.color, ICON_MULTIPLY)
  		if(A.alpha < 255)
  			flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
  
  		if(no_anim)
  			//Clean up repeated frames
  			var/icon/cleaned = new /icon()
  			cleaned.Insert(flat, "", SOUTH, 1, 0)
  			. = cleaned
  		else
  			. = icon(flat, "", SOUTH)
  	else	//There's no overlays.
  		if(!noIcon)
  			SET_SELF(.)
  
  	//Clear defines
  	#undef flatX1
  	#undef flatX2
  	#undef flatY1
  	#undef flatY2
  	#undef addX1
  	#undef addX2
  	#undef addY1
  	#undef addY2
  
  	#undef INDEX_X_LOW
  	#undef INDEX_X_HIGH
  	#undef INDEX_Y_LOW
  	#undef INDEX_Y_HIGH
  
  	#undef BLANK
  	#undef SET_SELF
  	#undef APPLY_SELF_COLOR
  
  /proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
  	var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
  