anchor.diff:  			var/mob/living/carbon/C = target
   
   			//20% chance to actually hit the eyes
  -			if(prob(20))
  +			if(prob(effectchance * diode.rating))
   				add_logs(user, C, "shone in the eyes", object="laser pointer")
   
   				//eye target check
  
positive.code: 	else if(issilicon(target))
  		var/mob/living/silicon/S = target
  		//20% chance to actually hit the sensors
  		if(prob(20))
  			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>"
  
negative.code: 	//cameras
  	else if(istype(target, /obj/machinery/camera))
  		var/obj/machinery/camera/C = target
  		if(prob(effectchance * diode.rating))
  			C.emp_act(1)
  			outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
  			add_logs(user, C, "EMPed", object="laser pointer")
  