anchor.diff:  /obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
   	if(C.handcuffed && istype(C.handcuffed, /obj/item/weapon/handcuffs/cable))
   		user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
  +		C.handcuffed.loc = null	//garbage collector awaaaaay
   		C.handcuffed = null
   		C.update_inv_handcuffed(0)
   		return
  
positive.code: 
  
  //Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
  /obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
  	if(!welding || !check_fuel())
  		return 0
  	if(get_fuel() >= amount)
  
negative.code: 		return 1
  	else
  		if(M)
  			M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
  		return 0
  
  
  //Returns whether or not the welding tool is currently on.
  /obj/item/weapon/weldingtool/proc/isOn()
  	return welding
  
  
  //Turns off the welder if there is no more fuel (does this really need to be its own proc?)
  /obj/item/weapon/weldingtool/proc/check_fuel(mob/user)
  	if(get_fuel() <= 0 && welding)
  		toggle(user, 1)
  
  		//mob icon update
  		if(ismob(loc))
  			var/mob/M = loc
  			if(M.r_hand == src)
  				M.update_inv_r_hand(0)
  			else if(M.l_hand == src)
  				M.update_inv_l_hand(0)
  
  		return 0
  	return 1
  
  
  //Toggles the welder off and on
  /obj/item/weapon/weldingtool/proc/toggle(mob/user, message = 0)
  	if(!status)
  		return
  	welding = !welding
  	if(welding)
  		if(remove_fuel(1))
  			user << "<span class='notice'>You switch [src] on.</span>"
  			force = 15
  			damtype = "fire"
  			icon_state = "welder1"
  			processing_objects.Add(src)
  		else
  			user << "<span class='notice'>Need more fuel.</span>"
  			welding = 0
  	else
  		if(!message)
  			user << "<span class='notice'>You switch [src] off.</span>"
  		else
  			user << "<span class='notice'>[src] shuts off!</span>"
  		force = 3
  		damtype = "brute"
  		icon_state = "welder"
  		welding = 0
  
  
  //Decides whether or not to damage a player's eyes based on what they're wearing as protection
  //Note: This should probably be moved to mob
  /obj/item/weapon/weldingtool/proc/eyecheck(mob/user)
  	if(!iscarbon(user))
  		return 1
  	var/mob/living/carbon/C = user
  	var/safety = C.eyecheck()
  
  	switch(safety)
  		if(1)
  			usr << "<span class='warning'>Your eyes sting a little.</span>"
  			user.eye_stat += rand(1, 2)
  			if(user.eye_stat > 12)
  				user.eye_blurry += rand(3, 6)
  		if(0)
  			usr << "<span class='warning'>Your eyes burn.</span>"
  			user.eye_stat += rand(2, 4)
  			if(user.eye_stat > 10)
  				user.eye_blurry += rand(4, 10)
  		if(-1)
  			usr << "<span class='warning'>Your thermals intensify the welder's glow. Your eyes itch and burn severely!</span>"
  			user.eye_blurry += rand(12, 20)
  			user.eye_stat += rand(12, 16)
  	if(user.eye_stat > 10 && safety < 2)
  		user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
  	if (prob(user.eye_stat - 25 + 1))
  		user << "<span class='warning'>You go blind!</span>"
  		user.sdisabilities |= BLIND
  	else if(prob(user.eye_stat - 15 + 1))
  		user << "<span class='warning'>You go blind!</span>"
  		user.eye_blind = 5
  		user.eye_blurry = 5
  		user.disabilities |= NEARSIGHTED
  		spawn(100)
  			user.disabilities &= ~NEARSIGHTED
  
  
  /obj/item/weapon/weldingtool/largetank
  	name = "industrial welding tool"
  	max_fuel = 40
  	m_amt = 70
  	g_amt = 60
  	origin_tech = "engineering=2"
  
  /obj/item/weapon/weldingtool/hugetank
  	name = "upgraded welding tool"
  	max_fuel = 80
  	w_class = 3.0
  	m_amt = 70
  