anchor.diff:  	..()
   
   
  -/obj/item/device/camera/proc/camera_get_icon(turf/the_turf, blueprints)
  +/obj/item/device/camera/proc/camera_get_icon(turf/the_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', "")
  
positive.code: 		y_c--
  		x_c -= 3
  	if(!istype(usr,/mob/living/silicon/ai))
  		printpicture(user, temp, mobs, blueprints, flag)
  	else
  		aipicture(user, temp, mobs, blueprints)
  
  
  
  /obj/item/device/camera/proc/printpicture(mob/user, icon/temp, mobs, blueprints, flag) //Normal camera proc for creating photos
  	var/obj/item/weapon/photo/P = new/obj/item/weapon/photo()
  	user.put_in_hands(P)
  	var/icon/small_img = icon(temp)
  
negative.code: 			var/icon/img = getFlatIcon(A, A.dir)//build_composite_icon(A)
  			if(istype(img, /icon))
  				res.Blend(new/icon(img, "", A.dir), ICON_OVERLAY, 33 + A.pixel_x, 33 + A.pixel_y)
  
  		if(istype(A, /obj/item/blueprints))
  			blueprints = 1
  
  	return res
  
  
  