anchor.diff:  	var/areastring = null
   	var/obj/item/weapon/stock_parts/cell/cell
   	var/start_charge = 90				// initial cell charge %
  -	var/cell_type = 2500				// 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
  +	var/cell_type = 2500				
   	var/opened = 0 //0=closed, 1=opened, 2=cover removed
   	var/shorted = 0
   	var/lighting = 3
  
positive.code: 		return
  	user.changeNext_move(CLICK_CD_MELEE)
  	user.do_attack_animation(src)
  	user.visible_message("\red [user.name] slashes at the [src.name]!", "\blue You slash at the [src.name]!")
  	playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
  
  	var/allcut = wires.IsAllCut()
  
negative.code: 		return 0
  	if ( ! (istype(user, /mob/living/carbon/human) || \
  			istype(user, /mob/living/silicon)))
  		user << "<span class='warning'>You don't have the dexterity to use this [src]!</span>"
  		return 0
  	if(user.restrained())
  		user << "<span class='warning'>You must have free hands to use this [src]</span>"
  		return 0
  	if(user.lying)
  		user << "<span class='warning'>You must stand to use this [src]!</span>"
  		return 0
  	autoflag = 5
  	if (istype(user, /mob/living/silicon))
  