anchor.diff:  
   /obj/vehicle/sealed/mecha/combat/durand/Initialize(mapload)
   	. = ..()
  -	shield = new /obj/durand_shield(loc, src, layer, dir)
  +	shield = new /obj/durand_shield(loc, src, plane, layer, dir)
   	RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/relay)
   	RegisterSignal(src, COMSIG_PROJECTILE_PREHIT, .proc/prehit)
   
  
positive.code:  */
  /obj/durand_shield/proc/activate(datum/source, mob/owner, list/signal_args)
  	SIGNAL_HANDLER
  	currentuser = owner
  	if(!LAZYLEN(chassis?.occupants))
  		return
  	if(switching && !signal_args[1])
  
negative.code: 	light_power = 5
  	light_color = LIGHT_COLOR_ELECTRIC_CYAN
  	light_on = FALSE
  	resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF //The shield should not take damage from fire,  lava, or acid; that's the mech's job.
  	///Our link back to the durand
  	var/obj/vehicle/sealed/mecha/combat/durand/chassis
  	///To keep track of things during the animation
  	var/switching = FALSE
  
  /obj/durand_shield/Initialize(mapload, chassis, plane, layer, dir)
  	. = ..()
  	src.chassis = chassis
  	src.layer = layer
  	src.plane = plane
  	setDir(dir)
  	RegisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER, .proc/activate)
  	RegisterSignal(chassis, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/shield_glide_size_update)
  
  
  /obj/durand_shield/Destroy()
  	UnregisterSignal(src, COMSIG_MECHA_ACTION_TRIGGER)
  	if(chassis)
  		UnregisterSignal(chassis, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE)
  		chassis.shield = null
  		chassis = null
  	return ..()
  
  /obj/durand_shield/proc/shield_glide_size_update(datum/source, target)
  	SIGNAL_HANDLER
  	glide_size = target
  
  /**
   * Handles activating and deactivating the shield.
  