anchor.diff:  		if(do_after(user, 200))
   			emagged = 0
   			update_sprite()
  +			user << "You finish restoring [src] to factory settings."
   		return
   
   	for(var/obj/structure/breaker/powerswitch/m in world)
  
positive.code: 
  			update_sprite()
  			m.busy = 0
  /obj/structure/breaker/ebreaker/examine(mob/user)
  	..()
  	if(locked)
  		user << "\The [src] appears to be locked."
  	else
  		user << "\The [src] appears to be unlocked."
  	if(!on)
  		user << "\The [src] is enabled."
  	else
  		user << "\The [src] is disabled."
  
  /obj/structure/breaker/ebreaker/attackby(obj/item/W, mob/user)
  	if(istype(W, /obj/item/weapon/card/id))
  		if(panel_open) //can't lock/unlock if cover is open
  			return
  		if(emagged)
  			user << "\red The [src] does not respond to your commands."
  			return
  		if(check_access(W))
  			if(locked)
  
negative.code: 
  	if(panel_open)
  		if(emagged)
  			user << "You start restoring [src] to factory settings. This may take a while."
  			if(do_after(user, 300))
  				emagged = 0
  				update_sprite()
  				user << "You finish restoring [src] to factory settings."
  				return
  		return
  
  