anchor.diff:  		if(M.last_airflow > world.time - vsc.airflow_delay) continue
   
   		//Check for knocking people over
  -		if(ismob(M) && n > vsc.airflow_medium_pressure)
  +		if(ismob(M) && n > vsc.airflow_heaviest_pressure)
   			if(M:nodamage) continue
   			M:airflow_stun()
   
  
positive.code: 	for(var/mob/M in hearers(src))
  		M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
  	playsound(src.loc, "smash.ogg", 25, 1, -1)
  	. = ..()
  
  obj/airflow_hit(atom/A)
  
negative.code: 	if(shoes)
  		if(shoes.flags & NOSLIP) return 0
  	if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
  	weakened = max(weakened,rand(1,5))
  	last_airflow_stun = world.time
  
  atom/movable/proc/check_airflow_movable(n)
  