anchor.diff:  	else if(issilicon(target))
   		var/mob/living/silicon/S = target
   		//20% chance to actually hit the sensors
  -		if(prob(20))
  +		if(prob(effectchance * diode.rating))
   			S.Weaken(rand(5,10))
   			S << "<span class='warning'>Your sensors were overloaded by a laser!</span>"
   			outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
  
positive.code: 
  /obj/item/device/laser_pointer/New()
  	..()
  	if(!pointer_icon_state)
  		pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
  
  /obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
  	laser_act(M, user)
  
  /obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
  	if(flag)	//we're placing the object on a table or in backpack
  		return
  
negative.code: 			var/mob/living/carbon/C = target
  
  			//20% chance to actually hit the eyes
  
  			if(prob(effectchance * diode.rating))
  				add_logs(user, C, "shone in the eyes", object="laser pointer")
  
  
  				//eye target check
  				outmsg = "<span class='notice'>You blind [C] by shining [src] in their eyes.</span>"
  