anchor.diff:  /obj/machinery/alarm/attackby(obj/item/W as obj, mob/user as mob)
   	switch(buildstage)
   		if(2)
  -			if(istype(W, /obj/item/weapon/wirecutters) && AAlarmwires == 0)
  +			if(istype(W, /obj/item/weapon/wirecutters) && wires.wires_status == (2 ** wires.wire_count) - 1)
   				playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
   				user << "You cut the final wires."
   				var/obj/item/weapon/cable_coil/cable = new /obj/item/weapon/cable_coil( src.loc )
  
positive.code: 						user << "\red Access denied."
  				return
  		if(1)
  			if(istype(W, /obj/item/weapon/crowbar) && AAlarmwires == 0)
  				user << "You pry out the circuit."
  				playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
  				spawn(20)
  
negative.code: 						del(cable)
  
  					user << "You wire the air alarm!"
  					wires.wires_status = 0
  					buildstage = 2
  					update_icon()
  				return
  