anchor.diff:  			return
   		var/obj/item/clothing/suit/space/S = I
   		if(src.SUIT)
  -			user << "<font color='blue'>The unit already contains a suit.</font>"
  +			user << "<span class='notice'>The unit already contains a suit.</span>"
   			return
   		if(!user.drop_item())
   			user << "<span class='notice'>\The [S] is stuck to your hand, you cannot put it in the Suit Storage Unit!</span>"
  
positive.code: 
  /obj/machinery/suit_storage_unit/attackby(obj/item/I as obj, mob/user as mob)
  	if(!src.ispowered)
  		return
  	if(istype(I, /obj/item/weapon/screwdriver))
  		src.panelopen = !src.panelopen
  		playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
  		user << text("<font color='blue'>You [] the unit's maintenance panel.</font>",(src.panelopen ? "open up" : "close") )
  		src.updateUsrDialog()
  		return
  	if ( istype(I, /obj/item/weapon/grab) )
  
negative.code: 	return
  
  /obj/machinery/suit_storage_unit/power_change()
  	..()
  	ispowered = !(stat & NOPOWER)
  	if((stat & NOPOWER) && isopen)
  		dump_everything()
  	update_icon()
  
  /obj/machinery/suit_storage_unit/ex_act(severity)
  	switch(severity)
  