anchor.diff:  		return
   
   	if(istype(I, /obj/item/weapon/card/emag))
  -		message_admins("[user] emagged the floodlight at [src.loc]!")
  +		message_admins("[user.ckey]([user]) emagged the floodlight at [src.loc]!")
   		playsound(loc, 'sound/effects/sparks1.ogg', 50, 1)
   		user << "<span class='danger'>You rig the floodlight to blow next time it is used!</span>"
  +		locked = 0
   		rigged = 1
   
   	if(istype(I, /obj/item/weapon/crowbar))
  
positive.code: 		return
  
  	if(istype(I, /obj/item/weapon/card/id) || istype(I, /obj/item/device/pda))
  		if(src.allowed(user) && cover != 0)
  			src.locked = !src.locked
  			user << "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>"
  		else
  			if(cover == 0)
  				user << "<span class='danger'>Close the cover first!</span>"
  			else
  				user << "<span class='danger'>Access denied.</span>"
  		return
  
negative.code: 		for(var/mob/living/carbon/M in range(8, src.loc))
  			M.visible_message("<span class='disarm'><b>[M]</b> screams and collapses!</span>")
  			M << "<span class='userdanger'><font size=3>AAAAGH!</font></span>"
  			M.Weaken(4)
  			M.Stun(4)
  			M.eye_stat += 8
  		for(var/mob/living/carbon/X in range(3, src.loc))
  