anchor.diff:  	if(cover == 1)
   		icon_state = "floodlight[status]_hatchclose"
   	else
  -		icon_state = "floodlight[status]_hatchopen[hascell]"
  +		icon_state = "floodlight[status]_hatchopen[(powerpack ? 1 : 0)]"
   	SetLuminosity(0)
   
   /obj/machinery/power/floodlight/proc/turnon()
  
positive.code: /obj/machinery/power/floodlight/process()
  	if(broken)
  		return
  	if(powerpack == null)
  		hascell = 0
  	if(status == 0)
  		desc = "An industrial floodlight. Its off."
  		return
  	if(hascell == 1)
  		rawcharge = (powerpack.charge/powerpack.maxcharge * 100)
  		charge = round(rawcharge, 0.1)
  	if(wiredtoground == 1)
  		if(surplus() < 40 && hascell == 0)
  			turnoff()
  			desc = "An industrial floodlight. It's wired to the grid however the power is out! It has no power source!"
  			hascell = 0
  			return
  		else if(surplus() < 40 && hascell == 1)
  			powerpack.use(2)
  			desc = "An industrial floodlight. Its connected to the grid, but is running on backup power due to grid failure! It has	[charge]% charge remaining."
  			if(powerpack.charge <= 0)
  				desc = "An industrial floodlight. Its connected to the grid, but is running on backup power due to grid failure! The cell is empty."
  				turnoff()
  				return
  			return
  		if(hascell == 0)
  			desc = "An industrial floodlight. It's wired to the grid and has no internal power source!"
  		else
  			powerpack.give(2)
  			desc = "An industrial floodlight. It's wired to the grid and has an internal power source(Charging: [charge]%)!"
  		return
  	if(hascell == 0)
  		desc = "An industrial floodlight. It has no power source installed!"
  		turnoff()
  		return
  
negative.code: 
  	if(istype(I, /obj/item/weapon/crowbar))
  		if(cover == 0)
  			if(powerpack)
  				user << "<span class='danger'>Remove the cell first before deconstructing!</span>"
  			else
  				playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
  