anchor.diff:  		y_c--
   		x_c = x_c - 3
   
  +	var/icon/photoimage = get_icon(turfs, target)
  +
   	var/obj/item/weapon/photo/P = new/obj/item/weapon/photo()
   	P.loc = user.loc
   	if(!user.get_inactive_hand())
   		user.put_in_inactive_hand(P)
  -	var/icon/small_img = icon(temp)
  +	var/icon/small_img = icon(photoimage)
  +	var/icon/tiny_img = icon(photoimage)
   	var/icon/ic = icon('icons/obj/items.dmi',"photo")
   	small_img.Scale(8, 8)
   	ic.Blend(small_img,ICON_OVERLAY, 10, 13)
   	P.icon = ic
  -	P.img = temp
  +	P.tiny = pc
  +	P.img = photoimage
   	P.desc = mobs
   	P.pixel_x = rand(-10, 10)
   	P.pixel_y = rand(-10, 10)
  
positive.code: 	..()
  
  
  /obj/item/device/camera/proc/get_icon(turf/the_turf as turf)
  	//Bigger icon base to capture those icons that were shifted to the next tile
  	//i.e. pretty much all wall-mounted machinery
  	var/icon/res = icon('icons/effects/96x96.dmi', "")
  
  	var/atoms[] = list()
  	// Add outselves to the list of stuff to draw
  	atoms.Add(the_turf);
  	// As well as anything that isn't invisible.
  	for(var/atom/A in the_turf)
  		if(A.invisibility) continue
  		atoms.Add(A)
  
  	// Sort the atoms into their layers
  	var/list/sorted = sort_atoms_by_layer(atoms)
  
negative.code: 			if(user.client)		//To make shooting through security cameras possible
  				viewer = user.client.eye
  			if(dummy in viewers(world.view, viewer))
  				turfs.Add(T)
  			mobs += get_mobs(T)
  			dummy.loc = null
  			dummy = null	//Alas, nameless creature	//garbage collect it instead
  