anchor.diff:  	active_power_usage = 250
   	var/obj/item/weapon/charging = null
   
  -obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
  +
  +obj/machinery/recharger/attackby(obj/item/weapon/G, mob/user)
   	if(istype(user,/mob/living/silicon))
   		return
   	if(istype(G, /obj/item/weapon/gun/energy) || istype(G, /obj/item/weapon/melee/baton))
   		if(charging)
   			return
   
  -		// Checks to make sure he's not in space doing it, and that the area got proper power.
  +		//Checks to make sure he's not in space doing it, and that the area got proper power.
   		var/area/a = get_area(src)
  -		if(!isarea(a))
  -			user << "\red The [name] blinks red as you try to insert the item!"
  -			return
  -		if(a.power_equip == 0)
  -			user << "\red The [name] blinks red as you try to insert the item!"
  +		if(!isarea(a) || a.power_equip == 0)
  +			user << "<span class='notice'>[src] blinks red as you try to insert [G].</span>"
   			return
   
   		if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
  
positive.code: //This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
  
  obj/machinery/recharger
  	name = "recharger"
  	icon = 'icons/obj/stationobjs.dmi'
  
negative.code: 		update_icon()
  	else if(istype(G, /obj/item/weapon/wrench))
  		if(charging)
  			user << "<span class='notice'>Remove the charging item first!</span>"
  			return
  		anchored = !anchored
  		user << "<span class='notice'>You [anchored ? "attached" : "detached"] [src].</span>"
  		playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
  
  
  obj/machinery/recharger/attack_hand(mob/user)
  	add_fingerprint(user)
  
  	if(charging)
  		charging.update_icon()
  		charging.loc = loc
  		user.put_in_hands(charging)
  		charging = null
  		use_power = 1
  		update_icon()
  
  
  obj/machinery/recharger/attack_paw(mob/user)
  	return attack_hand(user)
  
  
  obj/machinery/recharger/process()
  	if(stat & (NOPOWER|BROKEN) || !anchored)
  