anchor.diff:  	if(!stealth_active)
   		return
   	stealth_active = 0
  -	if(istype(src.loc, /mob/living/carbon/human))
  -		var/mob/living/carbon/human/M = src.loc
  -		addtimer(GLOBAL_PROC, "anim", 0, FALSE, M.loc, M, 'icons/mob/mob.dmi',
  -			null, "uncloak", null, M.dir)
  +	if(istype(loc, /mob/living/carbon/human))
  +		var/mob/living/carbon/human/M = loc
  +		PoolOrNew(/obj/effect/overlay/temp/dir_setting/ninja,
  +			list(get_turf(M), M.dir))
   		M.name_override = null
   		M.cut_overlays()
   		M.regenerate_icons()
  
positive.code: 				ActivateStealth()
  
  /obj/item/clothing/suit/armor/abductor/vest/proc/Adrenaline()
  	if(istype(src.loc, /mob/living/carbon/human))
  		if(combat_cooldown != initial(combat_cooldown))
  			src.loc << "<span class='warning'>Combat injection is still recharging.</span>"
  			return
  		var/mob/living/carbon/human/M = src.loc
  		M.adjustStaminaLoss(-75)
  		M.SetParalysis(0)
  		M.SetStunned(0)
  
negative.code: 	if(disguise == null)
  		return
  	stealth_active = 1
  	if(istype(loc, /mob/living/carbon/human))
  		var/mob/living/carbon/human/M = loc
  		PoolOrNew(/obj/effect/overlay/temp/dir_setting/ninja/cloak,
  			list(get_turf(M), M.dir))
  		M.name_override = disguise.name
  		M.icon = disguise.icon
  		M.icon_state = disguise.icon_state
  