anchor.diff:  
   	if(istype(I, /obj/item/weapon/crowbar))
   		if(cover == 0)
  -			if(hascell == 1)
  +			if(powerpack)
   				user << "<span class='danger'>Remove the cell first before deconstructing!</span>"
   			else
   				playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
  
positive.code: 	if(cover == 1)
  		icon_state = "floodlight[status]_hatchclose"
  	else
  		icon_state = "floodlight[status]_hatchopen[hascell]"
  	SetLuminosity(0)
  
  /obj/machinery/power/floodlight/proc/turnon()
  
negative.code: 			user.drop_item()
  			powerpack = I
  			I.forceMove(src)
  			icon_state = "floodlight[status]_hatchopen[(powerpack ? 1 : 0)]"
  			desc = "An industrial floodlight. It has [charge]% charge remaining."
  		else
  			user << "<span class='notice'>There is already a cell in the [src]!</span>"
  