anchor.diff:  	light_power = 5
   	light_color = LIGHT_COLOR_ELECTRIC_CYAN
   	light_on = FALSE
  +	resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF //The shield should not take damage from fire,  lava, or acid; that's the mech's job.
   	///Our link back to the durand
   	var/obj/vehicle/sealed/mecha/combat/durand/chassis
   	///To keep track of things during the animation
   	var/switching = FALSE
  -	var/currentuser
  -	resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF //The shield should not take damage from fire,  lava, or acid; that's the mech's job.
  -
  -
  -/obj/durand_shield/Initialize(mapload, _chassis, _layer, _dir)
  -	. = ..()
  -	chassis = _chassis
  -	layer = _layer
  -	setDir(_dir)
  +
  +/obj/durand_shield/Initialize(mapload, chassis, plane, layer, dir)
  +	. = ..()
  +	src.chassis = chassis
  +	src.layer = layer
  +	src.plane = plane
  +	setDir(dir)
   	RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/activate)
  +	RegisterSignal(chassis, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/shield_glide_size_update)
   
   
   /obj/durand_shield/Destroy()
  +	UnregisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER)
   	if(chassis)
  +		UnregisterSignal(chassis, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE)
   		chassis.shield = null
   		chassis = null
   	return ..()
  +
  +/obj/durand_shield/proc/shield_glide_size_update(datum/source, target)
  +	SIGNAL_HANDLER
  +	glide_size = target
   
   /**
    * Handles activating and deactivating the shield.
  
positive.code: 
  /obj/vehicle/sealed/mecha/combat/durand/Initialize(mapload)
  	. = ..()
  	shield = new /obj/durand_shield(loc, src, layer, dir)
  	RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/relay)
  	RegisterSignal(src, COMSIG_PROJECTILE_PREHIT, .proc/prehit)
  
  
negative.code:  */
  /obj/durand_shield/proc/activate(datum/source, mob/owner, list/signal_args)
  	SIGNAL_HANDLER
  	if(!LAZYLEN(chassis?.occupants))
  		return
  	if(switching && !signal_args[1])
  