anchor.diff:  		momentum_x = 0
   		momentum_y = 0
   		usermessage("DISENGAGING FLIGHT ENGINES.")
  -		update_slowdown()
   		wearer.floating = FALSE
   		wearer.visible_message("<font color='blue' size='2'>[wearer] drops to the ground as their flight engines cut out!</font>")
   		//NO SOUND YET	playsound(
  
positive.code: /obj/item/device/flightpack/proc/door_hit(obj/structure/mineral_door/door)
  	spawn()
  		door.Open()
  	update_cached_pull()
  	var/turf/old = get_turf(wearer)
  	var/turf/T = get_turf(door)
  	wearer.forceMove(T)
  	handle_linked_movement(old, T)
  	wearer.visible_message("<span class='boldnotice'>[wearer] rolls to their sides and slips past [door]!</span>")
  
  /obj/item/device/flightpack/proc/crash_grille(obj/structure/grille/target)
  
negative.code: 		return FALSE
  	momentum_decay()
  	for(var/i in 1 to momentum_speed)
  		if(momentum_speed_x >= i)
  			step(wearer, drift_dir_x)
  		if(momentum_speed_y >= i)
  			step(wearer, drift_dir_y)
  		sleep(1)
  
  //Make the wearer lose some momentum.
  