anchor.diff:  					open_animation()
   
   				else if(icon_state == "open")
  -					close_animation()
  -
  -
  +					if(pod.contents.len && user.loc != pod && intent_numeric(user.a_intent) > 1)
  +						user.visible_message("<span class='warning'>[user] starts emptying [pod]'s contents onto the floor!</span>")
  +						if(do_after(user, 40)) //So it doesn't default to close_animation() on fail
  +							if(pod.loc == loc)
  +								for(var/atom/movable/AM in pod)
  +									AM.loc = get_turf(user)
  +									if(ismob(AM))
  +										var/mob/M = AM
  +										M.Weaken(5)
  +					else
  +						close_animation()
  +
  +
  +/obj/structure/transit_tube/station/attackby(obj/item/W, mob/user)
  +	if(istype(W, /obj/item/weapon/grab) && icon_state == "open")
  +		var/obj/item/weapon/grab/G = W
  +		if(ismob(G.affecting) && G.state >= GRAB_AGGRESSIVE)
  +			var/mob/GM = G.affecting
  +			for(var/obj/structure/transit_tube_pod/pod in loc)
  +				pod.visible_message("<span class='warning'>[user] starts putting [GM] into the [pod]!</span>")
  +				if(do_after(user, 60))
  +					GM.Weaken(5)
  +					src.Bumped(GM)
  +					del(G)
   
   /obj/structure/transit_tube/station/proc/open_animation()
   	if(icon_state == "closed")
  
positive.code: 					if(tube.has_exit(direction))
  						dir = direction
  						return
  
  
  
  // Parse the icon_state into a list of directions.
  
negative.code: /obj/structure/transit_tube/station/proc/launch_pod()
  	for(var/obj/structure/transit_tube_pod/pod in loc)
  		if(!pod.moving && pod.dir in directions())
  			spawn(35) //To prevent saxing in the pod, should probably change these to sleep if it doesn't break the tubes
  				pod_moving = 1
  				close_animation()
  				sleep(CLOSE_DURATION + 2)
  