anchor.diff:  	// -> storage/attackby() what with handle insertion, etc
   	return ..()
   
  -/obj/item/weapon/storage/secure/emag_act(mob/user)
  -	if(locked)
  -		if(!emagged)
  -			emagged = 1
  -			src.add_overlay(image('icons/obj/storage.dmi', icon_sparking))
  -			sleep(6)
  -			src.overlays = null
  -			add_overlay(image('icons/obj/storage.dmi', icon_locking))
  -			locked = 0
  -			user << "<span class='notice'>You short out the lock on [src].</span>"
  -
  +/obj/item/weapon/storage/secure/attackby(obj/item/weapon/W, mob/user, params)
  +	if(istype(W, /obj/item/weapon/card/emag))
  +		if(locked)
  +			user << "<span class='notice'>You take a second to realize there's no ID slot for you to emag this with.</span>"
  +		else
  +			user << "<span class='notice'>You take a second to realize the case is already open, making you look really silly. Hopefully no one saw.</span>"
  +	
   /obj/item/weapon/storage/secure/MouseDrop(over_object, src_location, over_location)
   	if (locked)
   		src.add_fingerprint(usr)
  
positive.code: 	var/l_set = 0
  	var/l_setshort = 0
  	var/l_hacking = 0
  	var/emagged = 0
  	var/open = 0
  	w_class = 3
  	max_w_class = 2
  
negative.code: 			user.show_message("<span class='danger'>Now attempting to reset internal memory, please hold.</span>", 1)
  			src.l_hacking = 1
  			if (do_after(usr, 100/W.toolspeed, target = src))
  				if (prob(33))
  					src.l_setshort = 1
  					src.l_set = 0
  					user.show_message("<span class='danger'>Internal memory reset.  Please give it a few seconds to reinitialize.</span>", 1)
  