anchor.diff:  			user.visible_message("<span class='warning'>[user] has disconnected [src]'s flashbulb!</span>", "<span class='notice'>You disconnect [src]'s flashbulb!</span>")
   			bulb.loc = src.loc
   			bulb = null
  -			src.icon_state = "[base_state]1-p"
  +			src.power_change()
   
   	if (istype(W, /obj/item/device/flash))
   		add_fingerprint(user)
  
positive.code: 			user.drop_item()
  			W.loc = src
  			bulb = W
  			if (!bulb.broken && src.anchored)
  				src.icon_state = "[base_state]1"
  		else
  			user << "<span class='notice'>A flashbulb is already installed in [src].</span>"
  
  
negative.code: 
  /obj/machinery/flasher/power_change()
  	if ( powered() && bulb && anchored)
  		stat &= ~NOPOWER
  		if(bulb.broken)
  			icon_state = "[base_state]1-p"
  		else
  			icon_state = "[base_state]1"
  	else
  		stat |= ~NOPOWER
  		icon_state = "[base_state]1-p"
  
  //Don't want to render prison breaks impossible
  /obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
  