anchor.diff:  	gibs(L.loc)
   	var/obj/effect/decal/remains/human/G = new /obj/effect/decal/remains/human(L.loc)
   	L.forceMove(G)
  -	if(!(MUTE in L.disabilities))
  +	if(!(MUTE & L.disabilities))
   		L.disabilities |= MUTE
   		already_mute = 0
  +	else
  +		already_mute = 1
   	L.reset_perspective(L)
   	new /obj/effect/overlay/temp/gib_animation(T, "gibbed-h")
   	remains = G
  
positive.code: 	icon_state = "gib"
  	var/gibs = 0
  	var/remains
  	var/already_mute = 1
  
  /obj/item/organ/gland/gib/activate()
  	gibs = 0
  
negative.code: 	var/obj/effect/decal/remains/human/G = remains
  	for(var/obj/effect/decal/cleanable/blood/gibs/E in orange(1,G))
  		E.forceMove(G.loc) //Steptowards doesn't work on effects. ;_;
  	addtimer(src, "del_gibs", 10)
  	addtimer(src, "ungib_anime", 9)
  
  /obj/item/organ/gland/gib/proc/del_gibs()
  	var/obj/effect/decal/remains/human/G = remains
  	for(var/obj/effect/decal/cleanable/blood/gibs/M in G.loc)
  		if(M.loc == G.loc)
  			qdel(M)
  			gibs++
  