anchor.diff:  				ActivateStealth()
   
   /obj/item/clothing/suit/armor/abductor/vest/proc/Adrenaline()
  -	if(istype(src.loc, /mob/living/carbon/human))
  +	if(istype(loc, /mob/living/carbon/human))
   		if(combat_cooldown != initial(combat_cooldown))
  -			src.loc << "<span class='warning'>Combat injection is still recharging.</span>"
  +			loc << "<span class='warning'>Combat injection is still recharging.</span>"
   			return
  -		var/mob/living/carbon/human/M = src.loc
  +		var/mob/living/carbon/human/M = loc
   		M.adjustStaminaLoss(-75)
   		M.SetParalysis(0)
   		M.SetStunned(0)
  
positive.code: 	if(disguise == null)
  		return
  	stealth_active = 1
  	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, "cloak", null, M.dir)
  
  		M.name_override = disguise.name
  		M.icon = disguise.icon
  		M.icon_state = disguise.icon_state
  
negative.code: 	if(!stealth_active)
  		return
  	stealth_active = 0
  	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()
  