anchor.diff:  		return 1
   	else
   		if(M)
  -			M << "\blue You need more welding fuel to complete this task."
  +			M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
   		return 0
  +
   
   //Returns whether or not the welding tool is currently on.
   /obj/item/weapon/weldingtool/proc/isOn()
  -	return src.welding
  -
  -//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
  -//so that the welding tool updates accordingly
  -/obj/item/weapon/weldingtool/proc/setWelding(var/temp_welding)
  -	//If we're turning it on
  -	if(temp_welding > 0)
  -		if (remove_fuel(1))
  -			usr << "\blue The [src] switches on."
  -			src.force = 15
  -			src.damtype = "fire"
  -			src.icon_state = "welder1"
  +	return welding
  +
  +
  +//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
  +/obj/item/weapon/weldingtool/proc/check_fuel(mob/user)
  +	if(get_fuel() <= 0 && welding)
  +		toggle(user, 1)
  +
  +		//mob icon update
  +		if(ismob(loc))
  +			var/mob/M = loc
  +			if(M.r_hand == src)
  +				M.update_inv_r_hand(0)
  +			else if(M.l_hand == src)
  +				M.update_inv_l_hand(0)
  +
  +		return 0
  +	return 1
  +
  +
  +//Toggles the welder off and on
  +/obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0)
  +	if(!status)
  +		return
  +	welding = !welding
  +	if(welding)
  +		if(remove_fuel(1))
  +			user << "<span class='notice'>You switch [src] on.</span>"
  +			force = 15
  +			damtype = "fire"
  +			icon_state = "welder1"
   			processing_objects.Add(src)
   		else
  -			usr << "\blue Need more fuel!"
  -			src.welding = 0
  -			return
  -	//Otherwise
  -	else
  -		usr << "\blue The [src] switches off."
  -		src.force = 3
  -		src.damtype = "brute"
  -		src.icon_state = "welder"
  -		src.welding = 0
  -
  -//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
  -/obj/item/weapon/weldingtool/proc/check_fuel()
  -	if((get_fuel() <= 0) && welding)
  -		toggle(1)
  -		return 0
  -	return 1
  -
  -
  -//Toggles the welder off and on
  -/obj/item/weapon/weldingtool/proc/toggle(var/message = 0)
  -	if(!status)	return
  -	src.welding = !( src.welding )
  -	if (src.welding)
  -		if (remove_fuel(1))
  -			usr << "\blue You switch the [src] on."
  -			src.force = 15
  -			src.damtype = "fire"
  -			src.icon_state = "welder1"
  -			processing_objects.Add(src)
  -		else
  -			usr << "\blue Need more fuel!"
  -			src.welding = 0
  -			return
  +			user << "<span class='notice'>Need more fuel.</span>"
  +			welding = 0
   	else
   		if(!message)
  -			usr << "\blue You switch the [src] off."
  +			user << "<span class='notice'>You switch [src] off.</span>"
   		else
  -			usr << "\blue The [src] shuts off!"
  -		src.force = 3
  -		src.damtype = "brute"
  -		src.icon_state = "welder"
  -		src.welding = 0
  +			user << "<span class='notice'>[src] shuts off!</span>"
  +		force = 3
  +		damtype = "brute"
  +		icon_state = "welder"
  +		welding = 0
  +
   
   //Decides whether or not to damage a player's eyes based on what they're wearing as protection
   //Note: This should probably be moved to mob
  -/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
  -	if(!iscarbon(user))	return 1
  -	var/safety = user:eyecheck()
  +/obj/item/weapon/weldingtool/proc/eyecheck(mob/user)
  +	if(!iscarbon(user))
  +		return 1
  +	var/mob/living/carbon/C = user
  +	var/safety = C.eyecheck()
  +
   	switch(safety)
   		if(1)
  -			usr << "\red Your eyes sting a little."
  +			usr << "<span class='warning'>Your eyes sting a little.</span>"
   			user.eye_stat += rand(1, 2)
   			if(user.eye_stat > 12)
  -				user.eye_blurry += rand(3,6)
  +				user.eye_blurry += rand(3, 6)
   		if(0)
  -			usr << "\red Your eyes burn."
  +			usr << "<span class='warning'>Your eyes burn.</span>"
   			user.eye_stat += rand(2, 4)
   			if(user.eye_stat > 10)
  -				user.eye_blurry += rand(4,10)
  +				user.eye_blurry += rand(4, 10)
   		if(-1)
  -			usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
  -			user.eye_blurry += rand(12,20)
  +			usr << "<span class='warning'>Your thermals intensify the welder's glow. Your eyes itch and burn severely!</span>"
  +			user.eye_blurry += rand(12, 20)
   			user.eye_stat += rand(12, 16)
   	if(user.eye_stat > 10 && safety < 2)
  -		user << "\red Your eyes are really starting to hurt. This can't be good for you!"
  +		user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
   	if (prob(user.eye_stat - 25 + 1))
  -		user << "\red You go blind!"
  +		user << "<span class='warning'>You go blind!</span>"
   		user.sdisabilities |= BLIND
  -	else if (prob(user.eye_stat - 15 + 1))
  -		user << "\red You go blind!"
  +	else if(prob(user.eye_stat - 15 + 1))
  +		user << "<span class='warning'>You go blind!</span>"
   		user.eye_blind = 5
   		user.eye_blurry = 5
   		user.disabilities |= NEARSIGHTED
   		spawn(100)
   			user.disabilities &= ~NEARSIGHTED
  -	return
   
   
   /obj/item/weapon/weldingtool/largetank
  -	name = "Industrial Welding Tool"
  +	name = "industrial welding tool"
   	max_fuel = 40
   	m_amt = 70
   	g_amt = 60
   	origin_tech = "engineering=2"
   
   /obj/item/weapon/weldingtool/hugetank
  -	name = "Upgraded Welding Tool"
  +	name = "upgraded welding tool"
   	max_fuel = 80
   	w_class = 3.0
   	m_amt = 70
  
positive.code: /obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
  	if(C.handcuffed && istype(C.handcuffed, /obj/item/weapon/handcuffs/cable))
  		user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
  		C.handcuffed = null
  		C.update_inv_handcuffed(0)
  		return
  
negative.code: 	var/last_gen = 0
  
  
  //Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
  //i don't think this is actually used, yaaaaay -Pete
  /obj/item/weapon/weldingtool/experimental/proc/fuel_gen()
  	var/gen_amount = (world.time - last_gen) / 25
  	reagents += gen_amount
  	if(reagents > max_fuel)
  		reagents = max_fuel
  
  
  /*
   * Crowbar
  