anchor.diff:  						if(!try_use_power(disrupt_cost))
   							break
   						O.emp_act(1)
  +
  +				CHECK_TICK
  +
   		if(!successfulprocess)
   			visible_message("<span class='warning'>The gemstone suddenly turns horribly dark, writhing tendrils covering it!</span>")
   			recharging = world.time + recharge_time
  -			flick("[initial(icon_state)]_discharged", src)
  +			flick("interdiction_lens_discharged", src)
   			icon_state = "interdiction_lens_inactive"
   			SetLuminosity(2,1)
   			disabled = TRUE
  
positive.code: 		return
  	if(disabled)
  		visible_message("<span class='warning'>The writhing tendrils return to the gemstone, which begins to glow with power!</span>")
  		flick("[initial(icon_state)]_recharged", src)
  		disabled = FALSE
  		toggle(0)
  	else
  		var/successfulprocess = FALSE
  		var/power_drained = 0
  		var/list/atoms_to_test = list()
  		for(var/atom/movable/M in urange(interdiction_range, src))
  			atoms_to_test |= M
  		for(var/M in atoms_to_test)
  			if(istype(M, /obj/machinery/power/apc))
  				var/obj/machinery/power/apc/A = M
  
negative.code: 					if(!try_use_power(disrupt_cost))
  						break
  					O.emp_act(1)
  				else if(isliving(M) || istype(M, /obj/structure/closet) || istype(M, /obj/item/weapon/storage)) //other things may have radios in them but we don't care
  					var/atom/movable/A = M
  					for(var/obj/item/device/radio/O in A.GetAllContents())
  						successfulprocess = TRUE
  