anchor.diff:  				icon_state = "recharger1"
   				use_power(2000)
   			else
  -				icon_state = "recharger2"
  +				icon_state = icon_state_charged
   			return
   		if(istype(charging, /obj/item/device/laptop))
   			var/obj/item/device/laptop/L = charging
   			if(L.stored_computer.battery.charge < L.stored_computer.battery.maxcharge)
  -				L.stored_computer.battery.give(100)
  -				icon_state = "recharger1"
  -				use_power(250)
  +				L.stored_computer.battery.give(1000)
  +				icon_state = icon_state_charging
  +				use_power(2500)
   			else
  -				icon_state = "recharger2"
  +				icon_state = icon_state_charged
   			return
   
   
  
positive.code: 			var/obj/item/weapon/gun/energy/E = charging
  			if(E.power_supply.charge < E.power_supply.maxcharge)
  				E.power_supply.give(1000)
  				icon_state = "recharger1"
  				use_power(2500)
  			else
  				icon_state = "recharger2"
  			return
  		if(istype(charging, /obj/item/weapon/melee/baton))
  			var/obj/item/weapon/melee/baton/B = charging
  
negative.code: 	icon_state = "recharger0"
  	anchored = 1
  	use_power = 1
  	idle_power_usage = 40
  	active_power_usage = 2500
  	var/obj/item/charging = null
  	var/icon_state_charged = "recharger2"
  	var/icon_state_charging = "recharger1"
  	var/icon_state_idle = "recharger0"
  
  /obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
  	if(istype(user,/mob/living/silicon))
  