anchor.diff:  			replaced_parts = TRUE
   		if(replaced_parts)
   			replaced_parts = FALSE
  -			user << "<span class='notice'>You pop out the parts from [src].</span>"
  +			to_chat(user, "<span class='notice'>You pop out the parts from [src].</span>")
   			for(var/obj/effect/dummy/hologram/H in holograms)
   				qdel(H)
   		else
  -			user << "<span class='warning'>[src] does not have any parts installed!</span>"
  +			to_chat(user, "<span class='warning'>[src] does not have any parts installed!</span>")
   
   	else if(istype(I, /obj/item/weapon/stock_parts/micro_laser) && !laser)
   		if(!user.unEquip(I))
   			return
   		laser = I
   		I.loc = src
  -		user << "<span class='notice'>You insert [laser.name] into [src].</span>"
  +		to_chat(user, "<span class='notice'>You insert [laser.name] into [src].</span>")
   
   		switch(laser.rating)
   			if(1)
  
positive.code: 
  /obj/effect/dummy/hologram/CtrlClick(mob/user)
  	if(get_dist(src, user) > 1) return
  	user << "<span class='danger'>You pass through [src] as you try to grab it!</span>"
  	qdel(src)
  
  /obj/item/device/holoprojector/debug
  
negative.code: 	if(!target) return
  	if(get_dist(user, target) > range) return
  	if(!laser || !cap)
  		to_chat(user, "<span class='warning'>[src] is missing some parts!</span>")
  		return
  
  	if(istype(target, /obj/effect/dummy/hologram))
  		qdel(target)
  		to_chat(user, "<span class='notice'>You remove the hologram.</span>")
  		return
  
  	for(var/T in allow_scanning_these)
  		if(istype(target, T))
  			playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 1, -6)
  			to_chat(user, "<span class='notice'>Scanned [target].</span>")
  			var/obj/temp = new/obj()
  			temp.appearance = target.appearance
  			temp.layer = initial(target.layer) // scanning things in your inventory
  