anchor.diff:  		if(!return_power(power_drained) || power_drained < 50) //failed to return power drained or too little power to return
   			successfulprocess = FALSE
   		if(try_use_power(disrupt_cost) && total_accessable_power() >= disrupt_cost) //if we can disable at least one object
  +			playsound(src, 'sound/items/PSHOOM.ogg', 50, 1, interdiction_range-7, 1)
   			for(var/M in atoms_to_test)
  -				if(istype(M, /obj/machinery/light)) //cosmetic light flickering
  +				if(ismob(M))
  +					flash_color(M, flash_color="#EE54DE", flash_time=5)
  +				else if(istype(M, /obj/machinery/light)) //cosmetic light flickering
   					var/obj/machinery/light/L = M
   					if(L.on)
   						playsound(L, 'sound/effects/light_flicker.ogg', 50, 1)
  
positive.code: 					var/atom/movable/A = M
  					for(var/obj/item/device/radio/O in A.GetAllContents())
  						successfulprocess = TRUE
  						if(O.emped)
  							continue
  						if(!try_use_power(disrupt_cost))
  							break
  
negative.code: 				else if(istype(M, /obj/item/device/radio))
  					var/obj/item/device/radio/O = M
  					successfulprocess = TRUE
  					if(O.emped || !O.on)
  						continue
  					if(!try_use_power(disrupt_cost))
  						break
  