anchor.diff:  		user << "You load the [ITEM.name] into the storage compartment."
   		ITEM.loc = src
   		src.STORAGE = ITEM
  -		src.update_icon()
  -		src.updateUsrDialog()
  -		return
   	src.update_icon()
   	src.updateUsrDialog()
   	return
  
positive.code: 
  /obj/machinery/suit_storage_unit/attackby(obj/item/I as obj, mob/user as mob)
  	if(!src.ispowered)
  		return
  	if(istype(I, /obj/item/weapon/screwdriver))
  		src.panelopen = !src.panelopen
  		playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
  		user << text("<font color='blue'>You [] the unit's maintenance panel.</font>",(src.panelopen ? "open up" : "close") )
  		src.updateUsrDialog()
  		return
  	if ( istype(I, /obj/item/weapon/grab) )
  
negative.code: /obj/machinery/suit_storage_unit/proc/toggle_open(mob/user as mob)
  	if(src.islocked || src.isUV)
  		user << "<font color='red'>Unable to open unit.</font>"
  		return 0
  	if(src.OCCUPANT)
  		src.eject_occupant(user)
  		return 1  // eject_occupant opens the door, so we need to return
  	src.isopen = !src.isopen
  	return 1
  
  
  /obj/machinery/suit_storage_unit/proc/toggle_lock(mob/user as mob)
  