anchor.diff:  			if(!O.blinded)
   				flick("flash", O:flash)
   				O.eye_stat += rand(0, 2)
  +	return 1
   
   
   /obj/machinery/flasher/emp_act(severity)
   	if(stat & (BROKEN|NOPOWER))
   		..(severity)
   		return
  -	if(prob(75/severity))
  +	if(bulb && prob(75/severity))
   		flash()
   		bulb.broken = 1
   		bulb.icon_state = "flashburnt"
  -		src.power_change()
  +		power_change()
   	..(severity)
   
  -/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
  -	if (src.last_flash && world.time < src.last_flash + 150)
  +/obj/machinery/flasher/portable/HasProximity(atom/movable/AM)
  +	if (last_flash && world.time < last_flash + 150)
   		return
   
   	if(istype(AM, /mob/living/carbon))
   		var/mob/living/carbon/M = AM
  -		if ((M.m_intent != "walk") && (src.anchored))
  -			src.flash()
  +		if (M.m_intent != "walk" && anchored)
  +			flash()
   
   /obj/machinery/flasher/portable/flash()
  -	..()
  +	if(!..())
  +		return
   	if(prob(4))	//Small chance to burn out on use
   		bulb.broken = 1
   		bulb.icon_state = "flashburnt"
  -		src.power_change()
  +		power_change()
   
  -/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
  +/obj/machinery/flasher/portable/attackby(obj/item/weapon/W, mob/user)
   	if (istype(W, /obj/item/weapon/wrench))
  -		add_fingerprint(user)
   		playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
  -		src.anchored = !src.anchored
  +		anchored = !anchored
   
  -		if (!src.anchored)
  +		if (!anchored)
   			user.show_message(text("\red [src] can now be moved."))
  -			src.overlays.Cut()
  -			src.power_change()
  +			overlays.Cut()
  +			power_change()
   
  -		else if (src.anchored)
  +		else if (anchored)
   			user.show_message(text("\red [src] is now secured."))
  -			src.overlays += "[base_state]-s"
  -			src.power_change()
  +			overlays += "[base_state]-s"
  +			power_change()
   	else
   		..()
   
  -/obj/machinery/flasher_button/attack_ai(mob/user as mob)
  -	return src.attack_hand(user)
  +/obj/machinery/flasher_button/attack_ai(mob/user)
  +	return attack_hand(user)
   
  -/obj/machinery/flasher_button/attack_paw(mob/user as mob)
  -	return src.attack_hand(user)
  +/obj/machinery/flasher_button/attack_paw(mob/user)
  +	return attack_hand(user)
   
  -/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob)
  -	return src.attack_hand(user)
  +/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user)
  +	return attack_hand(user)
   
  -/obj/machinery/flasher_button/attack_hand(mob/user as mob)
  +/obj/machinery/flasher_button/attack_hand(mob/user)
   
   	if(stat & (NOPOWER|BROKEN))
   		return
  
positive.code: 	density = 1
  
  /obj/machinery/flasher/New()
  	if(isnull(bulb))
  		bulb = new /obj/item/device/flash(src)
  
  /obj/machinery/flasher/power_change()
  	if ( powered() && bulb && anchored)
  		stat &= ~NOPOWER
  		if(bulb.broken)
  			icon_state = "[base_state]1-p"
  
negative.code: 	icon_state = "launcheract"
  
  	for(var/obj/machinery/flasher/M in world)
  		if(M.id == id)
  			spawn()
  				M.flash()
  
  