anchor.diff:  	if(prob(5))	//Small chance to burn out on use
   		bulb.broken = 1
   		bulb.icon_state = "flashburnt"
  -		src.icon_state = "[base_state]1-p"
  +		src.power_change()
   
   	for (var/mob/O in viewers(src, null))
   		if (get_dist(src, O) > src.range)
  
positive.code: 
  /obj/machinery/flasher/power_change()
  	if ( powered() && bulb && anchored)
  		if(bulb.broken)
  			return
  		stat &= ~NOPOWER
  		icon_state = "[base_state]1"
  //		src.sd_SetLuminosity(2)
  	else
  		stat |= ~NOPOWER
  		icon_state = "[base_state]1-p"
  //		src.sd_SetLuminosity(0)
  
  //Don't want to render prison breaks impossible
  /obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
  
negative.code: 			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.power_change()
  
  	if (istype(W, /obj/item/device/flash))
  		add_fingerprint(user)
  