anchor.diff:  		return
   	if(!A.powered(EQUIP))
   		return
  -	A.use_power(EQUIP, 5000)
  +	A.use_power(5000, EQUIP)
   	var/light = A.power_light
   	A.updateicon()
   
  -	flick("echair1", src)
  +	flick("echair_shock", src)
   	var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
   	s.set_up(12, 1, src)
   	s.start()
  +	visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
   	if(buckled_mob)
  -		buckled_mob.burn_skin(85)
  +		buckled_mob.burn_skin(90)
   		buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
   		sleep(1)
  -		buckled_mob.burn_skin(85)
  -		buckled_mob.Stun(600)
  -	on = 0
  -	visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
  +		buckled_mob.burn_skin(90)
  +		sleep(5)
  +		buckled_mob.burn_skin(max(rand(5,20),rand(5,20)))
   
   	A.power_light = light
   	A.updateicon()
  
positive.code: 	return
  
  /obj/structure/stool/bed/chair/e_chair/proc/shock()
  	if(!on)
  		return
  	if(last_time + 50 > world.time)
  		return
  	last_time = world.time
  
  	// special power handling
  	var/area/A = get_area(src)
  
negative.code: /obj/structure/stool/bed/chair/e_chair
  	name = "electric chair"
  	desc = "Looks absolutely SHOCKING!"
  	icon_state = "echair0"
  	var/obj/item/assembly/shock_kit/part = null
  	var/last_time = 1.0
  	var/delay_time = 50
  
  /obj/structure/stool/bed/chair/e_chair/New()
  	..()
  