anchor.diff:  			S.close(usr)
   	return 1
   
  -/obj/screen/drop
  -	name = "drop"
  -	icon = 'icons/mob/screen1_midnight.dmi'
  -	icon_state = "act_drop"
  -	layer = 19
  -
  -/obj/screen/drop/Click()
  -	usr.drop_item_v()
  -
   /obj/screen/grab
   	name = "grab"
   
  
positive.code: 	overlays.Cut()
  	overlays += image('icons/mob/zone_sel.dmi', "[selecting]")
  
  /obj/screen/gun
  	name = "gun"
  	icon = 'icons/mob/screen1.dmi'
  	master = null
  	dir = 2
  
  /obj/screen/gun/mode
  		name = "Toggle Gun Mode"
  		icon_state = "gun0"
  		screen_loc = ui_gun_select
  
  /obj/screen/gun/mode/Click()
  	usr.client.ToggleGunMode()
  
  /obj/screen/gun/item
  		name = "Allow Item Use"
  		icon_state = "no_item0"
  		screen_loc = ui_gun1
  
  /obj/screen/gun/item/Click()
  	if(gun_click_time > world.time - 30)	//give them 3 seconds between mode changes.
  		return
  		if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
  			usr << "You need your gun in your active hand to do that!"
  			return
  		usr.client.AllowTargetClick()
  		gun_click_time = world.time
  
  
  /obj/screen/inventory/Click()
  	// At this point in client Click() code we have passed the 1/10 sec check and little else
  
negative.code: 		if(I)
  			master.attackby(I, usr, params)
  	return 1
  
  /obj/screen/gun
  	name = "gun"
  	icon = 'icons/mob/screen1.dmi'
  	master = null
  	dir = 2
  
  	/*move
  		name = "Allow Walking"
  		icon_state = "no_walk0"
  		screen_loc = ui_gun2
  
  	run
  		name = "Allow Running"
  		icon_state = "no_run0"
  		screen_loc = ui_gun3*/
  
  	item
  		name = "Allow Item Use"
  		icon_state = "no_item0"
  		screen_loc = ui_gun1
  
  	mode
  		name = "Toggle Gun Mode"
  		icon_state = "gun0"
  		screen_loc = ui_gun_select
  		//dir = 1
  
  /obj/screen/zone_sel
  	name = "damage zone"
  