anchor.diff:  	if(!holds_charge)
   		// Put it on a delay because moving item from slot to hand
   		// calls dropped().
  -		spawn(1)
  -			if(!ismob(loc))
  -				empty()
  +		sleep(1)
  +		if(!ismob(loc))
  +			empty()
   
   /obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
   	power_supply.use(500)
  
positive.code: 	else
  		loc << "<span class='warning'>[src] silently charges up.<span>"
  	update_icon()
  
  /obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
  	if(!can_shoot())
  
negative.code: 	else
  		carried = 1
  
  	addtimer(src, "reload", overheat_time * carried)
  
  /obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
  	return
  