anchor.diff:  								difficulty += P.cartridge.access_manifest * 2
   							else
   								difficulty += 2
  -
  -							if(prob(difficulty * 12) || (P.hidden_uplink))
  +*/
  +							if(P.hidden_uplink) //technically this could be used to confirm who is a fellow tator, but it SHOULDN'T matter
   								U.show_message("<span class='danger'>An error flashes on your [src].</span>", 1)
  -							else if (prob(difficulty * 3))
  -								U.show_message("<span class='danger'>Energy feeds back into your [src]!</span>", 1)
  -								U << browse(null, "window=pda")
  -								explode()
   							else
   								U.show_message("<span class='notice'>Success!</span>", 1)
   								P.explode()
  
positive.code: /obj/item/device/pda/captain
  	default_cartridge = /obj/item/weapon/cartridge/captain
  	icon_state = "pda-captain"
  	detonate = 0
  
  /obj/item/device/pda/cargo
  	default_cartridge = /obj/item/weapon/cartridge/quartermaster
  
negative.code: 					if(!isnull(P))
  						if (!P.toff && cartridge:shock_charges > 0)
  							cartridge:shock_charges--
  /*
  							var/difficulty = 0
  
  							if(P.cartridge)
  