anchor.diff:  	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
   
   /obj/item/weapon/twohanded/offhand/unwield()
  -	qdel(src)
  +	if(wielded)//Only delete if we're wielded
  +		wielded = FALSE
  +		qdel(src)
   
   /obj/item/weapon/twohanded/offhand/wield()
  -	qdel(src)
  +	if(wielded)//Only delete if we're wielded
  +		wielded = FALSE
  +		qdel(src)
   
   ///////////Two hand required objects///////////////
   //This is for objects that require two hands to even pick up
  
positive.code: 	var/obj/item/weapon/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
  	O.name = "[name] - offhand"
  	O.desc = "Your second grip on [src]."
  	user.put_in_inactive_hand(O)
  	return
  
  
negative.code: 			user.forceMove(landing)
  	throw_cooldown = world.time + 5				//Half a second between throws.
  	user.put_in_hands(src)
  	playsound(src, 'sound/weapons/laser2.ogg', 20, 1)
  