anchor.diff:  	slot_flags = SLOT_BELT
   	m_amt = 500
   	g_amt = 500
  -	w_class = 1.0
  +	w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
   	origin_tech = "combat=1"
   	origin_tech = "magnets=2"
   	var/turf/pointer_loc
   	var/energy = 5
   	var/max_energy = 5
  +	var/effectchance = 33
   	var/recharging = 0
   	var/recharge_locked = 0
  +	var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading!
  +
   
   /obj/item/device/laser_pointer/red
   	pointer_icon_state = "red_laser"
  
positive.code: 	else if(issilicon(target))
  		var/mob/living/silicon/S = target
  		//20% chance to actually hit the sensors
  		if(prob(20))
  			S.Weaken(rand(5,10))
  			S << "<span class='warning'>Your sensors were overloaded by a laser!</span>"
  			outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
  
negative.code: /obj/item/device/laser_pointer
  	name = "laser pointer"
  	desc = "Don't shine it in your eyes!"
  