anchor.diff:  	var/image/holder = null
   
   	//Check every viewable turf to see if it needs an overlay
  -	for (var/turf/T in view(C))
  +	for (var/turf/T in view(hud_range, C))
   		Red = 0
   		Green = 0
   		Blue = 0
  
positive.code: 	if(!M.client)	return
  	var/client/C = M.client
  	var/image/holder
  	for(var/mob/living/carbon/human/perp in view(M))
  		holder = perp.hud_list[ID_HUD]
  		holder.icon_state = "hudno_id"
  		if(perp.wear_id)
  
negative.code: 	flags = null //doesn't protect eyes because it's a monocle, duh
  	origin_tech = "magnets=3;biotech=2"
  	hud = 1
  	var/hud_range = 16 // Variable used to configure how far out it pre-loads overlays. Testing showed at 16 provided the most seamless performance. Tiles still must be *in view* to be pre-loaded.
  
  /* /obj/item/clothing/glasses/hud/attackby(obj/item/weapon/W as obj, mob/user as mob)
  	..()
  