anchor.diff:  	slot_flags = ITEM_SLOT_BACK
   	/// Wielding status.
   	var/wielded = FALSE
  +	/// The color of the slash we create
  +	var/slash_color = COLOR_BLUE
   	/// Previous x position of where we clicked on the target's icon
   	var/previous_x
   	/// Previous y position of where we clicked on the target's icon
  
positive.code: /obj/item/highfrequencyblade/afterattack(atom/target, mob/user, proximity_flag, params)
  	if(!wielded)
  		return ..()
  	if(!proximity_flag || !(isclosedturf(target) || isitem(target) || ismachinery(target) || isstructure(target)))
  		return
  	slash(target, user, params)
  
  
negative.code: 	layer = ABOVE_ALL_MOB_LAYER
  	plane = ABOVE_GAME_PLANE
  
  /obj/effect/temp_visual/slash/Initialize(mapload, atom/target, x_slashed, y_slashed, slash_color)
  	. = ..()
  	if(!target)
  		return
  