anchor.diff:  	var/area_uid
   	var/area/alarm_area
   	var/danger_level = 0
  +	var/buildstage = 2 //2 is built, 1 is building, 0 is frame.
   
   	var/target_temperature = T0C+20
   	var/regulating_temperature = 0
  
positive.code: 	proc/isWireCut(var/wireIndex)
  		var/wireFlag = AAlarmIndexToFlag[wireIndex]
  		return ((AAlarmwires & wireFlag) == 0)
  
  	proc/cut(var/wireColor)
  		var/wireFlag = AAlarmWireColorToFlag[wireColor]
  
negative.code: 		update_icon()
  		return
  */
  	src.add_fingerprint(user)
  
  	switch(buildstage)
  		if(2)
  			if(istype(W, /obj/item/weapon/screwdriver))  // Opening that Air Alarm up.
  				//user << "You pop the Air Alarm's maintence panel open."
  				wiresexposed = !wiresexposed
  				user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
  				update_icon()
  				return
  
  			if (wiresexposed && ((istype(W, /obj/item/device/multitool) || istype(W, /obj/item/weapon/wirecutters))))
  				return attack_hand(user)
  
  			if (istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))// trying to unlock the interface with an ID card
  				if(stat & (NOPOWER|BROKEN))
  					user << "It does nothing"
  					return
  				else
  					if(allowed(usr) && !isWireCut(AALARM_WIRE_IDSCAN))
  						locked = !locked
  						user << "\blue You [ locked ? "lock" : "unlock"] the Air Alarm interface."
  						updateUsrDialog()
  					else
  						user << "\red Access denied."
  			return
  
  		if(1)
  			if(istype(W, /obj/item/weapon/cable_coil))
  				var/obj/item/weapon/cable_coil/coil = W
  				if(coil.amount < 5)
  					user << "You need more cable for this!"
  					return
  
  				user << "You wire \the [src]!"
  				coil.amount -= 5
  				if(!coil.amount)
  					del(coil)
  
  				buildstage = 2
  				update_icon()
  				first_run()
  
  			else if(istype(W, /obj/item/weapon/crowbar))
  				user << "You pry out the circuit!"
  				playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
  				spawn(20)
  					var/obj/item/weapon/airalarm_electronics/circuit = new /obj/item/weapon/airalarm_electronics()
  					circuit.loc = user.loc
  					buildstage = 0
  					update_icon()
  		if(0)
  			if(istype(W, /obj/item/weapon/airalarm_electronics))
  				user << "You insert the circuit!"
  				del(W)
  				buildstage = 1
  				update_icon()
  
  				/* Commented out due to RUNTIMES, RUNTIMES EVERYWHERE.
  				else if(istype(W, /obj/item/weapon/wrench))
  					user << "You remove the fire alarm assembly from the wall!"
  					var/obj/item/firealarm_frame/frame = new /obj/item/firealarm_frame()
  					frame.loc = user.loc
  					playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
  					del(src) */
  			return
  
  	return ..()
  
  /obj/machinery/alarm/power_change()
  