anchor.diff:  	var/obj/item/pda/master = parent
   	if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
   		if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
  -			failsafe()
  +			failsafe(user)
   			return COMPONENT_STOP_RINGTONE_CHANGE
   		return
   	locked = FALSE
  
positive.code: 
  // Radio signal responses
  
  /datum/component/uplink/proc/new_frequency(datum/source, list/arguments)
  	var/obj/item/radio/master = parent
  	var/frequency = arguments[1]
  	if(frequency != unlock_code)
  		if(frequency == failsafe_code)
  			failsafe()
  		return
  	locked = FALSE
  	if(ismob(master.loc))
  
negative.code: 			L += rand(1, 360)
  		return L
  
  /datum/component/uplink/proc/failsafe(mob/living/carbon/user)
  	if(!parent)
  		return
  	var/turf/T = get_turf(parent)
  	if(!T)
  		return
  	message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)]")
  	log_game("[key_name(user)] triggered an uplink failsafe explosion.")
  	explosion(T,1,2,3)
  	qdel(parent) //Alternatively could brick the uplink.
  