anchor.diff:  
   /obj/screen/grab/attackby()
   	return
  -/obj/screen/act_intent
  -	name = "intent"
  -	icon_state = "help"
  -
  -/obj/screen/act_intent/Click(location, control, params)
  -	if(ishuman(usr))
  -		var/_x = text2num(params2list(params)["icon-x"])
  -		var/_y = text2num(params2list(params)["icon-y"])
  -
  -		if(_x<=16 && _y<=16)
  -			usr.a_intent_change(I_HARM)
  -		else if(_x<=16 && _y>=17)
  -			usr.a_intent_change(I_HELP)
  -		else if(_x>=17 && _y<=16)
  -			usr.a_intent_change(I_GRAB)
  -
  -		else if(_x>=17 && _y>=17)
  -			usr.a_intent_change(I_DISARM)
  -
  -	else
  -		usr.a_intent_change("right")
  -
  -/obj/screen/internals
  -	name = "toggle internals"
  -	icon_state = "internal0"
  -
  -/obj/screen/internals/Click()
  -	if(iscarbon(usr))
  -		var/mob/living/carbon/C = usr
  -		if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
  -			if(C.internal)
  -				C.internal = null
  -				C << "<span class='notice'>No longer running on internals.</span>"
  -				if(C.internals)
  -					C.internals.icon_state = "internal0"
  -			else
  -
  -				var/no_mask
  -				if(!(C.wear_mask && C.wear_mask.flags & AIRTIGHT))
  -					if(ishuman(C))
  -						var/mob/living/carbon/human/H = C
  -						if(!(H.head && H.head.flags & AIRTIGHT))
  -							no_mask = 1
  -
  -				if(no_mask)
  -					C << "<span class='notice'>You are not wearing a suitable mask or helmet.</span>"
  -					return 1
  -				else
  -					var/list/nicename = null
  -					var/list/tankcheck = null
  -					var/breathes = "oxygen"    //default, we'll check later
  -					var/list/contents = list()
  -					var/from = "on"
  -
  -					if(ishuman(C))
  -						var/mob/living/carbon/human/H = C
  -						breathes = H.species.breath_type
  -						nicename = list ("suit", "back", "belt", "right hand", "left hand", "left pocket", "right pocket")
  -						tankcheck = list (H.s_store, C.back, H.belt, C.r_hand, C.l_hand, H.l_store, H.r_store)
  -					else
  -						nicename = list("right hand", "left hand", "back")
  -						tankcheck = list(C.r_hand, C.l_hand, C.back)
  -
  -					// Rigs are a fucking pain since they keep an air tank in nullspace.
  -					if(istype(C.back,/obj/item/weapon/rig))
  -						var/obj/item/weapon/rig/rig = C.back
  -						if(rig.air_supply)
  -							from = "in"
  -							nicename |= "hardsuit"
  -							tankcheck |= rig.air_supply
  -
  -					for(var/i=1, i<tankcheck.len+1, ++i)
  -						if(istype(tankcheck[i], /obj/item/weapon/tank))
  -							var/obj/item/weapon/tank/t = tankcheck[i]
  -/*									if (!isnull(t.manipulated_by) && t.manipulated_by != C.real_name && findtext(t.desc,breathes))
  -								contents.Add(t.air_contents.total_moles)	Someone messed with the tank and put unknown gasses
  -								continue					in it, so we're going to believe the tank is what it says it is*/
  -							switch(breathes)
  -																//These tanks we're sure of their contents
  -								if("nitrogen") 							//So we're a bit more picky about them.
  -
  -									if(t.air_contents.nitrogen && !t.air_contents.oxygen)
  -										contents.Add(t.air_contents.nitrogen)
  -									else
  -										contents.Add(0)
  -
  -								if ("oxygen")
  -									if(t.air_contents.oxygen && !t.air_contents.toxins)
  -										contents.Add(t.air_contents.oxygen)
  -									else
  -										contents.Add(0)
  -
  -								// No races breath this, but never know about downstream servers.
  -								if ("carbon dioxide")
  -									if(t.air_contents.carbon_dioxide && !t.air_contents.toxins)
  -										contents.Add(t.air_contents.carbon_dioxide)
  -									else
  -										contents.Add(0)
  -
  -								// ACK ACK ACK Plasmen
  -								if ("plasma")
  -									if(t.air_contents.toxins)
  -										contents.Add(t.air_contents.toxins)
  -									else
  -										contents.Add(0)
  -
  -
  -						else
  -							//no tank so we set contents to 0
  -							contents.Add(0)
  -
  -					//Alright now we know the contents of the tanks so we have to pick the best one.
  -
  -					var/best = 0
  -					var/bestcontents = 0
  -					for(var/i=1, i <  contents.len + 1 , ++i)
  -						if(!contents[i])
  -							continue
  -						if(contents[i] > bestcontents)
  -							best = i
  -							bestcontents = contents[i]
  -
  -
  -					//We've determined the best container now we set it as our internals
  -
  -					if(best)
  -						C << "<span class='notice'>You are now running on internals from [tankcheck[best]] [from] your [nicename[best]].</span>"
  -						C.internal = tankcheck[best]
  -
  -
  -					if(C.internal)
  -						if(C.internals)
  -							C.internals.icon_state = "internal1"
  -					else
  -						C << "<span class='notice'>You don't have a[breathes=="oxygen" ? "n oxygen" : addtext(" ",breathes)] tank.</span>"
  -
  -/obj/screen/mov_intent
  -	name = "run/walk toggle"
  -	icon = 'icons/mob/screen1_midnight.dmi'
  -	icon_state = "running"
  -
  -/obj/screen/mov_intent/Click()
  -	if(iscarbon(usr))
  -		var/mob/living/carbon/C = usr
  -		if(C.legcuffed)
  -			C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
  -			C.m_intent = "walk"	//Just incase
  -			C.hud_used.move_intent.icon_state = "walking"
  -			return 1
  -		switch(usr.m_intent)
  -			if("run")
  -				usr.m_intent = "walk"
  -				usr.hud_used.move_intent.icon_state = "walking"
  -			if("walk")
  -				usr.m_intent = "run"
  -				usr.hud_used.move_intent.icon_state = "running"
  -		if(istype(usr,/mob/living/carbon/alien/humanoid))
  -			usr.update_icons()
  -
  -
  -
  -/obj/screen/pull
  -	name = "stop pulling"
  -	icon = 'icons/mob/screen1_Midnight.dmi'
  -	icon_state = "pull"
  -
  -/obj/screen/pull/Click()
  -	usr.stop_pulling()
  -
  -/obj/screen/pull/update_icon(mob/mymob)
  -	if(!mymob) return
  -	if(mymob.pulling)
  -		icon_state = "pull"
  -	else
  -		icon_state = "pull0"
  -
  -/obj/screen/resist
  -	name = "resist"
  -	icon = 'icons/mob/screen1_midnight.dmi'
  -	icon_state = "act_resist"
  -	layer = 19
  -
  -/obj/screen/resist/Click()
  -	if(isliving(usr))
  -		var/mob/living/L = usr
  -		L.resist()
  -
  -/obj/screen/throw_catch
  -	name = "throw/catch"
  -	icon = 'icons/mob/screen1_midnight.dmi'
  -	icon_state = "act_throw_off"
  -
  -/obj/screen/throw_catch/Click()
  -	if(iscarbon(usr))
  -		var/mob/living/carbon/C = usr
  -		C.toggle_throw_mode()
  +
   
   /obj/screen/storage
   	name = "storage"
  
positive.code: 			S.close(usr)
  	return 1
  
  /obj/screen/drop
  	name = "drop"
  	icon = 'icons/mob/screen1_midnight.dmi'
  	icon_state = "act_drop"
  	layer = 19
  
  /obj/screen/drop/Click()
  	usr.drop_item_v()
  
  /obj/screen/grab
  	name = "grab"
  
  
negative.code: 		if(I)
  			master.attackby(I, usr, params)
  	return 1
  
  /obj/screen/gun
  	name = "gun"
  	icon = 'icons/mob/screen1.dmi'
  	master = null
  	dir = 2
  
  	/*move
  		name = "Allow Walking"
  		icon_state = "no_walk0"
  		screen_loc = ui_gun2
  
  	run
  		name = "Allow Running"
  		icon_state = "no_run0"
  		screen_loc = ui_gun3*/
  
  	item
  		name = "Allow Item Use"
  		icon_state = "no_item0"
  		screen_loc = ui_gun1
  
  	mode
  		name = "Toggle Gun Mode"
  		icon_state = "gun0"
  		screen_loc = ui_gun_select
  		//dir = 1
  
  /obj/screen/zone_sel
  	name = "damage zone"
  