anchor.diff:  	SetLuminosity(2)			//pad lighting
   	icon_state = "holopad1"
   	A.current = src
  -	use_power = 2//Active power usage.
  +	use_power += 2//Active power usage.
   	return 1
   
   /obj/machinery/hologram/holopad/proc/clear_holo(mob/living/silicon/ai/user)
  -//	hologram.SetLuminosity(0)//Clear lighting.	//handled by the lighting controller when its ower is deleted
   	if(user.current == src)
   		user.current = null
   	qdel(masters[user])//Get rid of user's hologram
  
positive.code: 		for (var/mob/living/silicon/ai/master in masters)
  			if(master && !master.stat && master.client && master.eyeobj)//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
  				if(!(stat & NOPOWER))//If the  machine has power.
  					if((HOLOPAD_MODE == 0 && (get_dist(master.eyeobj, src) <= holo_range)))
  						return 1
  
  					else if (HOLOPAD_MODE == 1)
  
  						var/area/holo_area = get_area(src)
  						var/area/eye_area = get_area(master.eyeobj)
  
negative.code: AI clicks on holopad in camera view. View centers on holopad.
  AI clicks again on the holopad to display a hologram. Hologram stays as long as AI is looking at the pad and it (the hologram) is in range of the pad.
  AI can use the directional keys to move the hologram around, provided the above conditions are met and the AI in question is the holopad's master.
  Any number of AIs can use a holopad, however, they will not be able to hear each other talk through it. /Lo6
  AI may cancel the hologram at any time by clicking on the holopad once more.
  
  Possible to do for anyone motivated enough:
  