anchor.diff:  		if(R.emagged)
   			hitdamage = emaggedhitdamage
   	switch(mode)
  -		if(1)
  +		if(DISPENSE_LOLLIPOP_MODE)
   			if(!proximity)
   				return FALSE
   			dispense(target, user)
  -		if(2)
  +		if(THROW_LOLLIPOP_MODE)
   			shootL(target, user, click_params)
  -		if(3)
  +		if(THROW_GUMBALL_MODE)
   			shootG(target, user, click_params)
   	hitdamage = initial(hitdamage)
   
   /obj/item/borg/lollipop/attack_self(mob/living/user)
   	switch(mode)
  -		if(1)
  -			mode++
  +		if(DISPENSE_LOLLIPOP_MODE)
  +			mode = THROW_LOLLIPOP_MODE
   			to_chat(user, "<span class='notice'>Module is now throwing lollipops.</span>")
  -		if(2)
  -			mode++
  +		if(THROW_LOLLIPOP_MODE)
  +			mode = THROW_GUMBALL_MODE
   			to_chat(user, "<span class='notice'>Module is now blasting gumballs.</span>")
  -		if(3)
  -			mode = 1
  +		if(THROW_GUMBALL_MODE)
  +			mode = DISPENSE_LOLLIPOP_MODE
   			to_chat(user, "<span class='notice'>Module is now dispensing lollipops.</span>")
   	..()
  +
  +#undef DISPENSE_LOLLIPOP_MODE
  +#undef THROW_LOLLIPOP_MODE
  +#undef THROW_GUMBALL_MODE
   
   /obj/item/ammo_casing/caseless/gumball
   	name = "Gumball"
  
positive.code: 		cooldown = world.time + 600
  		log_game("[user.ckey]([user]) used an emagged Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
  
  /obj/item/borg/lollipop
  	name = "lollipop fabricator"
  	desc = "Reward good humans with this. Toggle in-module to switch between dispensing and high velocity ejection modes."
  
negative.code: 
  
  /obj/item/borg/sight/xray
  	name = "\proper x-ray vision"
  	icon = 'icons/obj/decals.dmi'
  	icon_state = "securearea"
  	sight_mode = BORGXRAY
  