anchor.diff:  	mouse_opacity = MOUSE_OPACITY_ICON//So you can hit it with stuff.
   	anchored = TRUE//Can't drag/grab the net.
   	layer = ABOVE_ALL_MOB_LAYER
  -	max_integrity = 25 //How much health it has.
  +	max_integrity = 45 //How much health it has.
   	can_buckle = 1
   	buckle_lying = 0
   	buckle_prevents_pull = TRUE
  
positive.code: 		affecting.revive(1, 1) //Basically a full heal, including limbs/organs.
  
  	var/datum/antagonist/antag_datum
  	for(antag_datum in GLOB.antagonists)
  		if(antag_datum.owner == master)
  			break
  
  	for(var/datum/objective/capture/capture in antag_datum)
  
negative.code: 	new /obj/effect/temp_visual/dir_setting/ninja/phase(affecting.drop_location(), affecting.dir)
  
  /obj/structure/energy_net/attack_paw(mob/user)
  	//return attack_hand() //How about no barehanded breaking of the net?
  	return
  
  /obj/structure/energy_net/user_buckle_mob(mob/living/M, mob/living/user)
  	return//We only want our target to be buckled
  