anchor.diff:  				icon_state = "recharger1"
   				use_power(2000)
   			else
  -				icon_state = "recharger2"
  +				icon_state = icon_state_charged
   			return
   		if(istype(charging, /obj/item/device/laptop))
   			var/obj/item/device/laptop/L = charging
   			if(L.stored_computer.battery.charge < L.stored_computer.battery.maxcharge)
  -				L.stored_computer.battery.give(100)
  -				icon_state = "recharger1"
  -				use_power(250)
  +				L.stored_computer.battery.give(1000)
  +				icon_state = icon_state_charging
  +				use_power(2500)
   			else
  -				icon_state = "recharger2"
  +				icon_state = icon_state_charged
   			return
   
   
  
positive.code: 			var/obj/item/weapon/gun/energy/E = charging
  			if(E.power_supply.charge < E.power_supply.maxcharge)
  				E.power_supply.give(1000)
  				icon_state = "recharger1"
  				use_power(2500)
  			else
  				icon_state = "recharger2"
  			return
  		if(istype(charging, /obj/item/weapon/melee/baton))
  			var/obj/item/weapon/melee/baton/B = charging
  
negative.code: 
  /obj/machinery/recharger/update_icon()	//we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
  	if(charging)
  		icon_state = icon_state_charging
  	else
  		icon_state = icon_state_idle
  
  // Atlantis: No need for that copy-pasta code, just use var to store icon_states instead.
  obj/machinery/recharger/wallcharger
  	name = "wall recharger"
  	icon = 'icons/obj/stationobjs.dmi'
  	icon_state = "wrecharger0"
  	icon_state_idle = "wrecharger0"
  	icon_state_charging = "wrecharger1"
  	icon_state_charged = "wrecharger2"
  