anchor.diff:  	throw_range = 5
   	w_class = WEIGHT_CLASS_TINY
   	custom_materials = list(/datum/material/glass=500)
  +	///the implant within the case
   	var/obj/item/implant/imp = null
  +	///Type of implant this will spawn as imp upon being spawned
   	var/imp_type
   
   
  
positive.code: 	icon_state = "implantcase-[imp ? imp.implant_color : 0]"
  	return ..()
  
  
  /obj/item/implantcase/attackby(obj/item/W, mob/user, params)
  	if(istype(W, /obj/item/pen))
  		if(!user.is_literate())
  			to_chat(user, span_notice("You scribble illegibly on the side of [src]!"))
  			return
  		var/t = stripped_input(user, "What would you like the label to be?", name, null)
  		if(user.get_active_held_item() != W)
  			return
  		if(!user.canUseTopic(src, BE_CLOSE))
  			return
  		if(t)
  			name = "implant case - '[t]'"
  		else
  			name = "implant case"
  	else if(istype(W, /obj/item/implanter))
  		var/obj/item/implanter/I = W
  		if(I.imp)
  			if(imp || I.imp.imp_in)
  				return
  			I.imp.forceMove(src)
  			imp = I.imp
  			I.imp = null
  			update_appearance()
  			reagents = imp.reagents
  			I.update_appearance()
  		else
  			if(imp)
  				if(I.imp)
  					return
  				imp.forceMove(I)
  				I.imp = imp
  				imp = null
  				reagents = null
  				update_appearance()
  			I.update_appearance()
  
  	else
  		return ..()
  
  
negative.code: /**
   * Item used to store implants. Can be renamed with a pen. Implants are moved between those and implanters when a mob uses an implanter on a case.
   */
  /obj/item/implantcase
  	name = "implant case"
  	desc = "A glass case containing an implant."
  