anchor.diff:  
   	if(module_active == O)
   		module_active = null
  +	if(module_state_1 == O)
  +		inv1.icon_state = "inv1"
   		module_state_1 = null
  -		inv1.icon_state = "inv1"
  -	else if(module_state_2 == module_active)
  -		if(istype(module_state_2,/obj/item/borg/sight))
  -			sight_mode &= ~module_state_2:sight_mode
  -		if (client)
  -			client.screen -= module_state_2
  -		contents -= module_state_2
  -		module_active = null
  +	else if(module_state_2 == O)
  +		inv2.icon_state = "inv2"
   		module_state_2 = null
  -		inv2.icon_state = "inv2"
  -	else if(module_state_3 == module_active)
  -		if(istype(module_state_3,/obj/item/borg/sight))
  -			sight_mode &= ~module_state_3:sight_mode
  -		if (client)
  -			client.screen -= module_state_3
  -		contents -= module_state_3
  -		module_active = null
  +	else if(module_state_3 == O)
   		module_state_3 = null
   		inv3.icon_state = "inv3"
  -	updateicon()
   	return 1
   
   /mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
  
positive.code: /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
  
negative.code: 		return 1
  	else
  		return 0
  
  //Helper procs for cyborg modules on the UI.
  //These are hackish but they help clean up code elsewhere.
  