anchor.diff:  
   /obj/effect/resonance
   	name = "resonance field"
  -	desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
  +	desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
   	icon = 'icons/effects/effects.dmi'
   	icon_state = "shield1"
   	layer = ABOVE_ALL_MOB_LAYER
  
positive.code: 	var/obj/effect/resonance/R = locate(/obj/effect/resonance) in T
  	if(R)
  		R.resonance_damage *= quick_burst_mod
  		R.burst(T)
  		return
  	if(fields.len < fieldlimit)
  		playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
  		var/obj/effect/resonance/RE = new /obj/effect/resonance(T, creator, burst_time, src)
  		fields += RE
  
  /obj/item/weapon/resonator/attack_self(mob/user)
  
negative.code: 	for(var/mob/living/L in T)
  		if(creator)
  			add_logs(creator, L, "used a resonator field on", "resonator")
  		L << "<span class='userdanger'>[src] ruptured with you in it!</span>"
  		L.apply_damage(resonance_damage, BRUTE)
  	qdel(src)
  
  