anchor.diff:  	else return
   
   /obj/item/device/radio/emp_act(severity)
  -	if (emped == 1) //
  -		return
  +	emped++ //There's been an EMP; better count it
  +	var/curremp = emped //Remember which EMP this was
   	if (listening && ismob(loc))	// if the radio is turned on and on someone's person they notice
   		loc << "<span class='warning'>\The [src] overloads.</span>"
   	broadcasting = 0
  
positive.code: 	var/subspace_transmission = 0
  	var/syndie = 0//Holder to see if it's a syndicate encrpyed radio
  	var/maxf = 1499
  	var/emped = 0	// since radios don't use machinery stat binary flags they get a seperate variable
  //			"Example" = FREQ_LISTENING|FREQ_BROADCASTING
  	flags = FPRINT | CONDUCT | TABLEPASS
  	slot_flags = SLOT_BELT
  
negative.code: 
  
  /obj/item/device/radio/off	// Station bounced radios, their only difference is spawning with the speakers off, this was made to help the lag.
  	listening = 0			// And it's nice to have a subtype too for future features.
  