anchor.diff:  		update_icon()
   	else if(istype(G, /obj/item/weapon/wrench))
   		if(charging)
  -			user << "\red Remove the weapon first!"
  +			user << "<span class='notice'>Remove the charging item first!</span>"
   			return
   		anchored = !anchored
  -		user << "You [anchored ? "attached" : "detached"] the recharger."
  +		user << "<span class='notice'>You [anchored ? "attached" : "detached"] [src].</span>"
   		playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
   
  -obj/machinery/recharger/attack_hand(mob/user as mob)
  +
  +obj/machinery/recharger/attack_hand(mob/user)
   	add_fingerprint(user)
   
   	if(charging)
   		charging.update_icon()
   		charging.loc = loc
  +		user.put_in_hands(charging)
   		charging = null
   		use_power = 1
   		update_icon()
   
  -obj/machinery/recharger/attack_paw(mob/user as mob)
  +
  +obj/machinery/recharger/attack_paw(mob/user)
   	return attack_hand(user)
  +
   
   obj/machinery/recharger/process()
   	if(stat & (NOPOWER|BROKEN) || !anchored)
  
positive.code: 	active_power_usage = 250
  	var/obj/item/weapon/charging = null
  
  obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
  	if(istype(user,/mob/living/silicon))
  		return
  	if(istype(G, /obj/item/weapon/gun/energy) || istype(G, /obj/item/weapon/melee/baton))
  		if(charging)
  			return
  
  		// Checks to make sure he's not in space doing it, and that the area got proper power.
  		var/area/a = get_area(src)
  		if(!isarea(a))
  			user << "\red The [name] blinks red as you try to insert the item!"
  			return
  		if(a.power_equip == 0)
  			user << "\red The [name] blinks red as you try to insert the item!"
  			return
  
  		if (istype(G, /obj/item/weapon/gun/energy/gun/nuclear) || istype(G, /obj/item/weapon/gun/energy/crossbow))
  
negative.code: 			else
  				icon_state = "recharger2"
  
  
  obj/machinery/recharger/emp_act(severity)
  	if(stat & (NOPOWER|BROKEN) || !anchored)
  		..(severity)
  