anchor.diff:  /obj/structure/breaker/powerswitch
   	name = "\improper fuse box"
   	desc = "A box that controls power-flow."
  -	icon = 'icons/obj/power.dmi'//devnote: change these
  -	icon_state = "switch-dbl-up"//devnote: change these
  -	var/icon_state_on = "switch-dbl-down"//devnote: change these
  -	var/icon_state_off = "switch-dbl-up"//devnote: change these
  +	icon = 'breaker.dmi'
  +	icon_state = "tb_on"
  +	var/icon_state_on = "tb_on"
  +	var/icon_state_off = "tb_off"
   	density = 0
   	anchored = 1
  -	var/on = 0
  +	level = 1
  +	layer = 2.45
  +	var/on = 1
   	var/busy = 0 //set to 1 when you start using it
   	var/id = "placeholder"
   
  
positive.code: 		for(var/obj/structure/cable/C in src.loc)
  			qdel(C)
  
  /////////////////////////
  //  ELECTRONIC BREAKER //
  //  WHAT AM I DOING?!  //
  /////////////////////////
  
  
  /obj/structure/breaker/ebreaker
  
negative.code: 	icon_state = "ebreaker_on"
  	density = 0
  	anchored = 1
  	req_access_txt = 11
  	var/id = "placeholder" //this works the same way as buttons work
  	var/on = 1
  	var/locked = 1 //starts locked at round-start
  	var/emagged = 0 //if I ever fancy adding an emagged thing to it.
  
  	var/sprite_on = "ebreaker_on"
  	var/sprite_off = "ebreaker_off"
  	var/sprite_working = "ebreaker_r"
  	var/sprite_bsod = "ebreaker_bs"
  	var/sprite_panel = "ebreaker_o"
  	//var/sprite_unwired = "ebreaker_o_nw" //not used for now.
  
  	var/panel_open = 0
  
  
  /obj/structure/breaker/ebreaker/attack_ai(mob/user)//AI should have a shorter cooldown.
  
  	if(emagged)
  		user << "You begin resetting the [src] to factory settings. This may take some time."
  		if(do_after(user, 200))
  			emagged = 0
  			update_sprite()
  		return
  
  	for(var/obj/structure/breaker/powerswitch/m in world)
  		if(m.id == id)
  
  