anchor.diff:  Arrest for Warrant: []<BR>
   <BR>
   Operating Mode: []<BR>
  -Report Arrests[]<BR>
  -Auto Patrol: []"},
  +Report Arrests[]"},
   
   "<A href='?src=\ref[src];operation=idcheck'>[src.idcheck ? "Yes" : "No"]</A>",
   "<A href='?src=\ref[src];operation=weaponscheck'>[src.weaponscheck ? "Yes" : "No"]</A>",
   "<A href='?src=\ref[src];operation=ignorerec'>[src.check_records ? "Yes" : "No"]</A>",
   "<A href='?src=\ref[src];operation=switchmode'>[src.arrest_type ? "Detain" : "Arrest"]</A>",
  -"<A href='?src=\ref[src];operation=declarearrests'>[src.declare_arrests ? "Yes" : "No"]</A>",
  +"<A href='?src=\ref[src];operation=declarearrests'>[src.declare_arrests ? "Yes" : "No"]</A>" )
  +
  +
  +		dat += text({"<BR>
  +Auto Patrol: []"},
  +
   "<A href='?src=\ref[src];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
  +
  +
   
   	var/datum/browser/popup = new(user, "autosec", "Securitron v2.0.9 controls")
   	popup.set_content(dat)
  
positive.code: 	var/weaponscheck = 1 //If true, arrest people for weapons if they don't have access
  	var/check_records = 1 //Does it check security records?
  	var/arrest_type = 0 //If true, don't handcuff
  	var/projectile = null//Holder for projectile type, to avoid so many else if chains
  	var/shoot_sound = 'sound/weapons/laser.ogg'
  
  	var/mode = 0
  #define SECBOT_IDLE 		0		// idle
  
negative.code: 	qdel(src)
  
  
  /obj/machinery/bot/ed209/proc/set_weapon()  //used to update the projectile type and firing sound
  	shoot_sound = 'sound/weapons/laser.ogg'
  	if(src.emagged == 2)
  		if(lasercolor)
  			projectile = /obj/item/projectile/lasertag
  		else
  			projectile = /obj/item/projectile/beam
  	else
  		if(!lasercolor)
  			shoot_sound = 'sound/weapons/Taser.ogg'
  			projectile = /obj/item/projectile/energy/electrode
  		else if(lasercolor == "b")
  			projectile = /obj/item/projectile/lasertag/bluetag
  		else if(lasercolor == "r")
  			projectile = /obj/item/projectile/lasertag/redtag
  
  
  /obj/machinery/bot/ed209/proc/shootAt(var/mob/target)
  	if(lastfired && world.time - lastfired < shot_delay)
  		return
  