anchor.diff:  	user.visible_message("<span class='notice'>[user] starts [welded ? "unwelding" : "welding"] [src].</span>", "<span class='notice'>You start welding [src].</span>")
   	if(W.use_tool(src, user, DEFAULT_STEP_TIME, volume=50))
   		welded = !welded
  -		to_chat(user, "<span class='danger'>[user] [welded?"welds":"unwelds"] [src].</span>", "<span class='notice'>You [welded ? "weld" : "unweld"] [src].</span>")
  +		user.visible_message("<span class='danger'>[user] [welded?"welds":"unwelds"] [src].</span>", "<span class='notice'>You [welded ? "weld" : "unweld"] [src].</span>")
   		log_game("[key_name(user)] [welded ? "welded":"unwelded"] firedoor [src] with [W] at [AREACOORD(src)]")
   		update_appearance()
   
  
positive.code: 		. += "<span class='notice'>It is open, but could be <b>pried</b> closed.</span>"
  	else if(!welded)
  		. += "<span class='notice'>It is closed, but could be <b>pried</b> open.</span>"
  		. += "<span class='notice'>Hold the door open by prying it with <i>left-click</i> and standing next to it.</span>"
  		. += "<span class='notice'>Prying by <i>right-clicking</i> the door will simply open it.</span>"
  		. += "<span class='notice'>Deconstruction would require it to be <b>welded</b> shut.</span>"
  	else if(boltslocked)
  		. += "<span class='notice'>It is <i>welded</i> shut. The floor bolts have been locked by <b>screws</b>.</span>"
  
negative.code: /obj/machinery/door/firedoor/proc/handle_held_open_adjacency(mob/user)
  	SIGNAL_HANDLER
  
  	var/mob/living/living_user = user
  	if(!QDELETED(user) && Adjacent(user) && isliving(user) && (living_user.body_position == STANDING_UP))
  		return
  	being_held_open = FALSE
  	INVOKE_ASYNC(src, .proc/close)
  	UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
  	UnregisterSignal(user, COMSIG_LIVING_SET_BODY_POSITION)
  	UnregisterSignal(user, COMSIG_PARENT_QDELETING)
  	if(user)
  		user.balloon_alert_to_viewers("released [src]", "released [src]")
  
  /obj/machinery/door/firedoor/attack_ai(mob/user)
  	add_fingerprint(user)
  