anchor.diff:  		icon_state = "[base_state]1-p"
   
   //Don't want to render prison breaks impossible
  -/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
  +/obj/machinery/flasher/attackby(obj/item/weapon/W, mob/user)
   	if (istype(W, /obj/item/weapon/wirecutters))
  -		add_fingerprint(user)
   		if (bulb)
   			playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
   			user.visible_message("<span class='warning'>[user] has disconnected [src]'s flashbulb!</span>", "<span class='notice'>You disconnect [src]'s flashbulb!</span>")
   			bulb.loc = src.loc
   			bulb = null
  -			src.power_change()
  +			power_change()
   
  -	if (istype(W, /obj/item/device/flash))
  -		add_fingerprint(user)
  -		if (isnull(bulb))
  +	else if (istype(W, /obj/item/device/flash))
  +		if (!bulb)
   			user.visible_message("<span class='notice'>[user] installs [W] into [src].</span>", "<span class='notice'>You install [W] into [src].</span>")
   			user.drop_item()
   			W.loc = src
   			bulb = W
  -			src.power_change()
  +			power_change()
   		else
   			user << "<span class='notice'>A flashbulb is already installed in [src].</span>"
  +	add_fingerprint(user)
   
   //Let the AI trigger them directly.
   /obj/machinery/flasher/attack_ai()
  -	if (src.anchored)
  -		return src.flash()
  +	if (anchored)
  +		return flash()
   	else
   		return
   
   /obj/machinery/flasher/proc/flash()
  -	if (!(powered()) || (isnull(bulb)))
  +	if (!powered() || !bulb)
   		return
   
  -	if ((bulb.broken) || (src.last_flash && world.time < src.last_flash + 150))
  +	if (bulb.broken || (last_flash && world.time < src.last_flash + 150))
   		return
   
   	playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
   	flick("[base_state]_flash", src)
  -	src.last_flash = world.time
  +	last_flash = world.time
   	use_power(1000)
   
   	for (var/mob/O in viewers(src, null))
  
positive.code: 	density = 1
  
  /obj/machinery/flasher/New()
  	if(isnull(bulb))
  		bulb = new /obj/item/device/flash(src)
  
  /obj/machinery/flasher/power_change()
  	if ( powered() && bulb && anchored)
  		stat &= ~NOPOWER
  		if(bulb.broken)
  			icon_state = "[base_state]1-p"
  
negative.code: 	icon_state = "launcheract"
  
  	for(var/obj/machinery/flasher/M in world)
  		if(M.id == id)
  			spawn()
  				M.flash()
  
  