anchor.diff:  /mob/living/silicon/robot/get_active_hand()
   	return module_active
   
  +
  +
   /*-------TODOOOOOOOOOO--------*/
  -/mob/living/silicon/robot/proc/uneq_active()
  -	if(isnull(module_active))
  -		return
  -	if(module_state_1 == module_active)
  -		if(istype(module_state_1,/obj/item/borg/sight))
  -			sight_mode &= ~module_state_1:sight_mode
  -		if (client)
  -			client.screen -= module_state_1
  -		contents -= module_state_1
  -
   /mob/living/silicon/robot/proc/uneq_module(obj/item/O)
   	if(!O)
   		return 0
  
positive.code: 		return 1
  	else
  		return 0
  	updateicon()
  
  
  //Helper procs for cyborg modules on the UI.
  //These are hackish but they help clean up code elsewhere.
  
negative.code: 	else
  		src << "You need to disable a module first!"
  
  /mob/living/silicon/robot/proc/uneq_active()
  	uneq_module(module_active)
  
  /mob/living/silicon/robot/proc/uneq_all()
  	uneq_module(module_state_1)
  	uneq_module(module_state_2)
  	uneq_module(module_state_3)
  
  /mob/living/silicon/robot/proc/activated(obj/item/O)
  	if(module_state_1 == O)
  