anchor.diff:  
   
   /obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
  -	if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
  -		burn_out()
  -		return 0
  -
   	var/deciseconds_passed = world.time - last_used
   	for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
   		times_used--
  
positive.code: 		update_icon(1)
  		M.Weaken(rand(5,10))
  		user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>", "<span class='danger'>You overload [M]'s sensors with the flash!</span>")
  		return 1
  
  	user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
  
  
  /obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
  
negative.code: 	T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
  	for(var/mob/living/carbon/M in viewers(3, T))
  		flash_carbon(M, null, 5, 0)
  	try_burnout()
  
  
  /obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
  