anchor.diff:  	obj_flags |= BEING_SHOCKED
   	addtimer(CALLBACK(src, .proc/reset_shocked), 1 SECONDS)
   	flick("coilhit", src)
  -	playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
   	if(!(zap_flags & ZAP_GENERATES_POWER)) //Prevent infinite recursive power
   		return 0
   	if(zap_flags & ZAP_LOW_POWER_GEN)
  
positive.code: 	var/power = (powernet.avail) * 0.2 * input_power_multiplier  //Always always always use more then you output for the love of god
  	power = min(surplus(), power) //Take the smaller of the two
  	add_load(power)
  	playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
  	tesla_zap(src, 10, power, zap_flags)
  	zap_buckle_check(power)
  
  
negative.code: 	var/last_zap = 0
  	///Amount of power stored inside the coil to be released in the powernet
  	var/stored_energy = 0
  
  	//Variables to calculate sound based on stored_energy to give engineers an audioclue of the magnitude of energy production.
  	///Calculated range of zap sounds based on power
  	var/zap_sound_range = 0
  	///Calculated volume of zap sounds based on power
  	var/zap_sound_volume = 0
  
  /obj/machinery/power/tesla_coil/anchored
  	anchored = TRUE
  