anchor.diff:  		/obj/item/ammo_box/magazine/m556=2,\
   		/obj/item/weapon/gun/energy/pulse/carbine/loyalpin=1)
   	belt = /obj/item/weapon/storage/belt/military/assault
  +	/*
   	belt_contents = list(/obj/item/weapon/melee/baton/loaded=1,\
   		/obj/item/weapon/grenade/flashbang=1,\
   		/obj/item/weapon/restraints/handcuffs=1,\
   		/obj/item/weapon/grenade/syndieminibomb/concussion/frag=3,\
   		/obj/item/weapon/grenade/gluon=1)
  +	*/
   	glasses = /obj/item/clothing/glasses/hud/toggle/thermal
   
   
  
positive.code: 	if(visualsOnly)
  		return
  
  	var/obj/item/weapon/implant/mindshield/L = new/obj/item/weapon/implant/mindshield(H)
  	L.imp_in = H
  	L.implanted = 1
  	H.sec_hud_set_implants()
  	
  	var/obj/item/weapon/implant/krav_maga/L = new/obj/item/weapon/implant/krav_maga(H)
  	L.imp_in = H
  	L.implanted = 1
  
  	var/obj/item/device/radio/R = H.ears
  	R.set_frequency(CENTCOM_FREQ)
  
negative.code: 		/obj/item/ammo_box/magazine/m556=1,\
  		/obj/item/weapon/gun/energy/pulse/pistol/loyalpin=1)
  	belt = /obj/item/weapon/storage/belt/military/assault
  	/* Commented out until belt content definition becomes supported
  	belt_contents = list(/obj/item/weapon/melee/baton/loaded=1,\
  		/obj/item/weapon/grenade/flashbang=1,\
  		/obj/item/weapon/restraints/handcuffs=1,\
  		/obj/item/weapon/grenade/syndieminibomb/concussion/frag=3,\
  		/obj/item/weapon/grenade/gluon=1)
  	*/
  	glasses = /obj/item/clothing/glasses/hud/toggle/thermal
  	l_pocket = /obj/item/weapon/melee/energy/sword/saber
  
  