anchor.diff:  		owner.unEquip(holder, 1)//if he does, take it away.
   		holder.loc = null
   		out = 0
  -		owner.visible_message("<span class='notice'>[holder] forcibly retracts into your arm.</span>")
  +		owner << "<span class='warning'>[holder] forcibly retracts into your arm.</span>"
   	owner.visible_message("<span class='danger'>A loud bang comes from [owner]...</span>")
   	playsound(get_turf(owner), 'sound/weapons/flashbang.ogg', 100, 1)
   	owner << "<span class='warning'>You feel an explosion erupt inside you as your chest implant breaks. Is it hot in here?</span>"
  
positive.code: 
  /obj/item/organ/internal/cyberimp/chest/arm_mod/ui_action_click()
  	if(overloaded)//ensure the implant isn't broken
  		owner.visible_message("<span class='warning'>The implant doesn't respond. It seems to be broken...</span>")
  		return
  	if(out)//check if the owner has the item out already
  		owner.unEquip(holder, 1)//if he does, take it away. then,
  		holder.loc = null//stash it in nullspace
  		out = 0//and set this to clarify the item isn't out.
  		owner.visible_message("<span class='notice'>You retract [holder].</span>")
  		playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
  	else//if he doesn't have the item out
  		if(owner.put_in_hands(holder))//put it in his hands.
  			out = 1
  			owner.visible_message("<span class='notice'>You extend [holder]!</span>")
  			playsound(get_turf(owner), 'sound/mecha/mechmove03.ogg', 50, 1)
  		else//if this fails to put the item in his hands,
  			holder.loc = null//keep it in nullspace
  			owner.visible_message("<span class='warning'>You can't extend [holder] if you can't use your hands!</span>")
  
  /obj/item/organ/internal/cyberimp/chest/arm_mod/emp_act(severity)//if the implant gets EMPed...
  	if(!owner || overloaded)//ensure that it's in an owner and that it's not already EMPed, then...
  
negative.code: 	var/implant
  	for(i = 0, i < amount, i++)
  		implant = pick(boxed)
  		new implant(src)
  