anchor.diff:  		new /obj/item/weapon/pen(src)
   
   	attack_hand(mob/user as mob)
  -		if((loc == user) && (locked == 1))
  +		if ((src.loc == user) && (src.locked == 1))
   			usr << "\red [src] is locked and cannot be opened!"
  -		else if((loc == user) && (!locked))
  -			playsound(loc, "rustle", 50, 1, -5)
  -			if(user.s_active)
  +		else if ((src.loc == user) && (!src.locked))
  +			playsound(src.loc, "rustle", 50, 1, -5)
  +			if (user.s_active)
   				user.s_active.close(user) //Close and re-open
  -			show_to(user)
  +			src.show_to(user)
   		else
   			..()
   			for(var/mob/M in range(1))
  -				if(M.s_active == src)
  -					close(M)
  -			orient2hud(user)
  -		add_fingerprint(user)
  +				if (M.s_active == src)
  +					src.close(M)
  +			src.orient2hud(user)
  +		src.add_fingerprint(user)
   		return
   
   	//I consider this worthless but it isn't my code so whatever.  Remove or uncomment.
   	/*attack(mob/M as mob, mob/living/user as mob)
  -		if((CLUMSY in user.mutations) && prob(50))
  +		if ((CLUMSY in user.mutations) && prob(50))
   			user << "\red The [src] slips out of your hand and hits your head."
   			user.take_organ_damage(10)
   			user.Paralyse(2)
   			return
   
  -		M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [name] by [user.name] ([user.ckey])</font>")
  -		user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to attack [M.name] ([M.ckey])</font>")
  -
  -		log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)])</font>")
  +		M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
  +		user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
  +
  +		log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
   
   		var/t = user:zone_sel.selecting
  -		if(t == "head")
  +		if (t == "head")
   			if(ishuman(M))
   				var/mob/living/carbon/human/H = M
  -				if(H.stat < 2 && H.health < 50 && prob(90))
  +				if (H.stat < 2 && H.health < 50 && prob(90))
   				// ******* Check
  -					if(istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
  +					if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
   						H << "\red The helmet protects you from being hit hard in the head!"
   						return
   					var/time = rand(2, 6)
  -					if(prob(75))
  +					if (prob(75))
   						H.Paralyse(time)
   					else
   						H.Stun(time)
  
positive.code: // -----------------------------
  /obj/item/weapon/storage/secure
  	name = "secstorage"
  	w_class = 3.0
  	max_w_class = 2
  	max_combined_w_class = 14
  	var/icon_locking = "secureb"
  	var/icon_sparking = "securespark"
  	var/icon_opened = "secure0"
  
negative.code: 	var/code = ""
  	var/l_code = null
  	var/l_set = 0
  	var/l_setshort = 0
  	var/l_hacking = 0
  	var/emagged = 0
  	var/open = 0
  	w_class = 3.0
  	max_w_class = 2
  	max_combined_w_class = 14
  
  	examine()
  		set src in oview(1)
  		..()
  		usr << text("The service panel is [src.open ? "open" : "closed"].")
  
  	attackby(obj/item/weapon/W as obj, mob/user as mob)
  		if(locked)
  			if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged))
  				emagged = 1
  				src.overlays += image('icons/obj/storage.dmi', icon_sparking)
  				sleep(6)
  				src.overlays = null
  				overlays += image('icons/obj/storage.dmi', icon_locking)
  				locked = 0
  				if(istype(W, /obj/item/weapon/melee/energy/blade))
  					var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
  					spark_system.set_up(5, 0, src.loc)
  					spark_system.start()
  					playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
  					playsound(src.loc, "sparks", 50, 1)
  					user << "You slice through the lock on [src]."
  				else
  					user << "You short out the lock on [src]."
  				return
  
  			if (istype(W, /obj/item/weapon/screwdriver))
  				if (do_after(user, 20))
  					src.open =! src.open
  					user.show_message(text("\blue You [] the service panel.", (src.open ? "open" : "close")))
  				return
  			if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
  				user.show_message(text("\red Now attempting to reset internal memory, please hold."), 1)
  				src.l_hacking = 1
  				if (do_after(usr, 100))
  					if (prob(40))
  						src.l_setshort = 1
  						src.l_set = 0
  						user.show_message(text("\red Internal memory reset.  Please give it a few seconds to reinitialize."), 1)
  						sleep(80)
  						src.l_setshort = 0
  						src.l_hacking = 0
  					else
  						user.show_message(text("\red Unable to reset internal memory."), 1)
  						src.l_hacking = 0
  				else	src.l_hacking = 0
  				return
  			//At this point you have exhausted all the special things to do when locked
  			// ... but it's still locked.
  			return
  
  		// -> storage/attackby() what with handle insertion, etc
  		..()
  
  
  	MouseDrop(over_object, src_location, over_location)
  		if (locked)
  			src.add_fingerprint(usr)
  			return
  		..()
  
  
  	attack_self(mob/user as mob)
  		user.set_machine(src)
  		var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
  		var/message = "Code"
  		if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
  			dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
  		if (src.emagged)
  			dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
  		if (src.l_setshort)
  			dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
  		message = text("[]", src.code)
  		if (!src.locked)
  			message = "*****"
  		dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
  		user << browse(dat, "window=caselock;size=300x280")
  
  	Topic(href, href_list)
  		..()
  		if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
  			return
  		if (href_list["type"])
  			if (href_list["type"] == "E")
  				if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
  					src.l_code = src.code
  					src.l_set = 1
  				else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
  					src.locked = 0
  					src.overlays = null
  					overlays += image('icons/obj/storage.dmi', icon_opened)
  					src.code = null
  				else
  					src.code = "ERROR"
  			else
  				if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
  					src.locked = 1
  					src.overlays = null
  					src.code = null
  					src.close(usr)
  				else
  					src.code += text("[]", href_list["type"])
  					if (length(src.code) > 5)
  						src.code = "ERROR"
  			src.add_fingerprint(usr)
  			for(var/mob/M in viewers(1, src.loc))
  				if ((M.client && M.machine == src))
  					src.attack_self(M)
  				return
  		return
  
  // -----------------------------
  //        Secure Briefcase
  