anchor.diff:  			icon_state = "floodlight[status]_hatchclose"
   			cover = 1
   		return
  +
   	if(istype(I, /obj/item/weapon/card/emag))
   		message_admins("[user] emagged the floodlight at [src.loc]!")
   		playsound(loc, 'sound/effects/sparks1.ogg', 50, 1)
  
positive.code: 		sparks.start()
  		health = 0
  		broken = 1
  		icon_state = "floodlight3"
  		desc = "An industrial floodlight. She's dead Jim."
  	if(health == maxhealth)
  
negative.code: 		else
  			user << "<span class='notice'>There is already a cell in the [src]!</span>"
  		return
  
  	if(istype(I, /obj/item/weapon/wrench))
  
  		if(locked)
  
  		playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
  		if(do_mob(user,	src, 20))
  