anchor.diff:  		icon_state = "clowncar"
   		addtimer(CALLBACK(src, .proc/deactivate_cannon), 2 SECONDS)
   		playsound(src, 'sound/vehicles/clowncar_cannonmode2.ogg', 75)
  -		visible_message(span_danger("The [src] starts going back into mobile mode."))
  +		visible_message(span_danger("[src] starts going back into mobile mode."))
   	else
   		canmove = FALSE //anchor and activate canon
   		flick("clowncar_tofire", src)
   		icon_state = "clowncar_fire"
  -		visible_message(span_danger("The [src] opens up and reveals a large cannon."))
  +		visible_message(span_danger("[src] opens up and reveals a large cannon."))
   		addtimer(CALLBACK(src, .proc/activate_cannon), 2 SECONDS)
   		playsound(src, 'sound/vehicles/clowncar_cannonmode1.ogg', 75)
   	cannonmode = CLOWN_CANNON_BUSY
  
positive.code: 		return
  	var/obj/item/food/grown/banana/banana = I
  	atom_integrity += min(banana.seed.potency, max_integrity-atom_integrity)
  	to_chat(user, span_danger("You use the [banana] to repair the [src]!"))
  	qdel(banana)
  
  /obj/vehicle/sealed/car/clowncar/Bump(atom/bumped)
  
negative.code: 	if(obj_flags & EMAGGED)
  		return
  	obj_flags |= EMAGGED
  	to_chat(user, span_danger("You scramble [src]'s child safety lock, and a panel with six colorful buttons appears!"))
  	initialize_controller_action_type(/datum/action/vehicle/sealed/roll_the_dice, VEHICLE_CONTROL_DRIVE)
  	initialize_controller_action_type(/datum/action/vehicle/sealed/cannon, VEHICLE_CONTROL_DRIVE)
  	AddElement(/datum/element/waddling)
  