anchor.diff:  	health = 25
   	max_health = 25
   	construction_value = 15
  +	layer = HIGH_OBJ_LAYER
   	break_message = "<span class='warning'>The warden's eye gives a glare of utter hate before falling dark!</span>"
   	debris = list(/obj/item/clockwork/component/belligerent_eye/blind_eye)
   	var/damage_per_tick = 3
  
positive.code: 	anchored = 1
  	density = 1
  	opacity = 0
  	var/max_health = 100 //All clockwork structures have health that can be removed via attacks
  	var/health = 100
  	var/takes_damage = TRUE //If the structure can be damaged
  
negative.code: 
  /obj/effect/clockwork/sigil/transmission/New()
  	..()
  	alpha = min(initial(alpha) + power_charge*0.02, 255)
  
  /obj/effect/clockwork/sigil/transmission/proc/modify_charge(amount)
  	if(power_charge - amount < 0)
  