anchor.diff:  				src = null
   				if(volume >= 3)
   					if(!istype(T, /turf/space))
  -						new /obj/effect/decal/cleanable/greenglow(T)
  +						var/obj/effect/decal/cleanable/greenglow/glow = locate(/obj/effect/decal/cleanable/greenglow, T)
  +						if(!glow)
  +							new /obj/effect/decal/cleanable/greenglow(T)
   						return
   
   
  
positive.code: 				var/datum/reagent/self = src
  				src = null										  //of the reagent to the mob on TOUCHING it.
  
  				if(!istype(self.holder.my_atom, /obj/effect/effect/smoke/chem))
  					// If the chemicals are in a smoke cloud, do not try to let the chemicals "penetrate" into the mob's system (balance station 13) -- Doohl
  
  					if(method == TOUCH)
  
  						var/chance = 1
  						var/block  = 0
  
  						for(var/obj/item/clothing/C in M.get_equipped_items())
  							if(C.permeability_coefficient < chance) chance = C.permeability_coefficient
  							if(istype(C, /obj/item/clothing/suit/bio_suit))
  								// bio suits are just about completely fool-proof - Doohl
  								// kind of a hacky way of making bio suits more resistant to chemicals but w/e
  								if(prob(75))
  									block = 1
  
  							if(istype(C, /obj/item/clothing/head/bio_hood))
  								if(prob(75))
  									block = 1
  
  						chance = chance * 100
  
  						if(prob(chance) && !block)
  							if(M.reagents)
  								M.reagents.add_reagent(self.id,self.volume/2)
  				return 1
  
  			reaction_obj(var/obj/O, var/volume) //By default we transfer a small part of the reagent to the object
  
negative.code: 				src = null
  				if(volume >= 3)
  					if(!istype(T, /turf/space))
  						var/obj/effect/decal/cleanable/greenglow/glow = locate(/obj/effect/decal/cleanable/greenglow, T)
  						if(!glow)
  							new /obj/effect/decal/cleanable/greenglow(T)
  						return
  
  		aluminum
  			name = "Aluminum"
  