anchor.diff:  		if (c.scanned)
   			user << "\red Something is already scanned inside the implant!"
   			return
  -		imp:scanned = A
  -		A.loc.contents.Remove(A)
  -		update()
  +		if(user)
  +			user.u_equip(I)
  +			user.update_icons()	//update our overlays
  +		c.scanned = I
  +		c.scanned.loc = c
   
   
   /obj/item/weapon/implanter/deadman
  
positive.code: 		src.imp = new /obj/item/weapon/implant/death_alarm(src)
  		..()
  		update()
  		return
negative.code: 	return
  
  /obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
  	// Attacking things in your hands tends to make this fuck up.
  	if(!istype(M))
  		return
  	var/obj/item/weapon/implant/compressed/c = imp
  	if (!c)	return
  	if (c.scanned == null)
  