anchor.diff:  			update_sprite()
   			for(var/mob/O in viewers(user))
   				if(O != user)
  -					O << "<span class='danger'> [user] hacked the [src] with [W]!"
  +					O << "<span class='danger'> [user] hacked [src] with [W]!"
   			return
   		else
  -			user << "\red You cannot lock the [src] with [W]."
  +			user << "\red You cannot lock [src] with [W]."
   			return
   
   	if(istype(W, /obj/item/weapon/crowbar))
  +		if(locked)
  +			user << "\red The cover does not come off."
  +			return
   		if(panel_open == 0)
   			panel_open = 1
   		else
  
positive.code: 
  	var/panel_open = 0
  
  
  /obj/structure/breaker/ebreaker/attack_ai(mob/user)//AI should have a shorter cooldown.
  
  	if(emagged)
  
negative.code: 		return
  	else
  		icon_state = sprite_off
  		return