anchor.diff:  	var/obj/effect/resonance/R = locate(/obj/effect/resonance) in T
   	if(R)
   		R.resonance_damage *= quick_burst_mod
  -		R.burst(T)
  +		R.burst()
   		return
   	if(fields.len < fieldlimit)
   		playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
  -		var/obj/effect/resonance/RE = new /obj/effect/resonance(T, creator, burst_time, src)
  +		var/obj/effect/resonance/RE = new(T, creator, burst_time, src)
   		fields += RE
   
   /obj/item/weapon/resonator/attack_self(mob/user)
  
positive.code: 	if(!user.client)
  		return
  	if(!cooldown)
  		cooldown = 1
  		spawn(40)
  			cooldown = 0
  		var/list/mobs = list()
  		mobs |= user
  		mineral_scan_pulse(mobs, get_turf(user))
  
  
  //Debug item to identify all ore spread quickly
  
negative.code: 
  /obj/item/weapon/resonator/upgraded
  	name = "upgraded resonator"
  	desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early."
  	icon_state = "resonator_u"
  	item_state = "resonator_u"
  	origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
  