anchor.diff:  		return
   	return
   
  -/obj/structure/stool/bed/chair/e_chair/verb/toggle()
  -	set name = "Toggle Electric Chair"
  +/obj/structure/stool/bed/chair/e_chair/verb/activate_e_chair()
  +	set name = "Activate Electric Chair"
   	set category = "Object"
   	set src in oview(1)
   	if(usr.stat || !usr.canmove || usr.restrained())
   		return
  -	if(on)
  -		on = 0
  -		icon_state = "echair0"
  -	else
  -		on = 1
  -		icon_state = "echair1"
  -		shock()
  -	usr << "<span class='notice'>You switch [on ? "on" : "off"] [src].</span>"
  +	if(last_time + delay_time > world.time)
  +		usr << "<span class='warning'>\The [src] is not ready yet!</span>"
  +		return
  +	usr << "<span class='notice'>You activate \the [src].</span>"
  +	shock()
   	return
   
   /obj/structure/stool/bed/chair/e_chair/rotate()
  
positive.code: 		return
  	if(!A.powered(EQUIP))
  		return
  	A.use_power(EQUIP, 5000)
  	var/light = A.power_light
  	A.updateicon()
  
  	flick("echair1", src)
  	var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
  	s.set_up(12, 1, src)
  	s.start()
  	if(buckled_mob)
  		buckled_mob.burn_skin(85)
  		buckled_mob << "<span class='danger'>You feel a deep shock course through your body!</span>"
  		sleep(1)
  		buckled_mob.burn_skin(85)
  		buckled_mob.Stun(600)
  	on = 0
  	visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
  
  	A.power_light = light
  	A.updateicon()
  
negative.code: 		var/obj/structure/stool/bed/chair/C = new /obj/structure/stool/bed/chair(loc)
  		playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
  		C.dir = dir
  		if(isnull(part))
  			part = new(src)
  			var/obj/item/clothing/head/helmet/part1 = new(part)
  			var/obj/item/device/radio/electropack/part2 = new(part)
  			part.part1 = part1
  			part.part2 = part2
  		part.loc = loc
  		part.master = null
  		part = null
  