anchor.diff:  	..()
   	switch(constructionStep)
   		if(CONSTRUCTION_PANEL_OPEN)
  -			to_chat(user, "There is a small metal plate covering the wires.")
  +			to_chat(user, "<span class='notice'>It is <i>unbolted</i> from the floor. A small <b>loosely connected</b> metal plate is covering the wires.</span>")
  +			if(!reinforced)
  +				to_chat(user, "<span class='notice'>It could be reinforced with plasteel.</span>")
   		if(CONSTRUCTION_WIRES_EXPOSED)
  -			to_chat(user, "Wires are trailing from the maintenance panel.")
  +			to_chat(user, "<span class='notice'>The maintenance plate has been <i>pried away</i>, and <b>wires</b> are trailing.</span>")
   		if(CONSTRUCTION_GUTTED)
  -			to_chat(user, "The circuit board is visible.")
  +			to_chat(user, "<span class='notice'>The maintenance panel is missing <i>wires</i> and the circuit board is <b>loosely connected</b>.</span>")
   		if(CONSTRUCTION_NOCIRCUIT)
  -			to_chat(user, "There are no electronics in the frame.")
  +			to_chat(user, "<span class='notice'>There are no <i>firelock electronics</i> in the frame. The frame could be <b>cut</b> apart.</span>")
   
   /obj/structure/firelock_frame/update_icon()
   	..()
  
positive.code: 		latetoggle()
  	else
  		stat |= NOPOWER
  	return
  
  /obj/machinery/door/firedoor/attack_hand(mob/user)
  	if(operating || !density)
  
negative.code: 			deconstruct(TRUE)
  			return
  		if(istype(C, /obj/item/weapon/screwdriver))
  			user.visible_message("<span class='notice'>[user] [boltslocked ? "unlocks" : "locks"] [src]'s bolts.</span>", \
  								 "<span class='notice'>You [boltslocked ? "unlock" : "lock"] [src]'s floor bolts.</span>")
  			playsound(get_turf(src), C.usesound, 50, 1)
  			boltslocked = !boltslocked
  			return
  