anchor.diff:  				U = "slips and falls inside"
   			if(prob(chance))
   				user.visible_message("[U] \the [src]!", "You [M] \the [src]!")
  -				user.loc = loc
  +				user.loc = src
  +				trap_flush()
   				user.Stun(10)
  +				if(auto_close_on_mob)
  +					spawn(auto_close_on_mob)
  +						close()
   			else
   				target.loc = src.loc
   				user.visible_message("[user] steps on the edge of [src].", \
  
positive.code: 		if(target.floating)
  			user.visible_message("[user] is attempting to dive into [src].", \
  				"<span class='notice'>You start diving into [src]...</span>")
  			if(do_mob(target, user, 10))
  				if (!loc)
  					return
  				target.loc = src
  				user.visible_message("[user] dives into [src].", \
  					"<span class='notice'>You dive into [src].</span>")
  				sleep(5)
  				trap_flush()
  				if(auto_close_on_mob)
  					spawn(auto_close_on_mob)
  						close()
  		else
  			user.visible_message("[user] is attempting to step on the edge of [src].", \
  				"<span class='notice'>You start attempting to step on the edge of [src]...</span>")
  			if(do_mob(target, user, 30))
  				return
  			var/chance = 25 // normal chance, 25% to fall inside
  			var/turf/simulated/T = get_turf(src) // to check if turf's wet | T: variable defined but not used
  			var/M = "fall inside"
  			var/U = "falls inside"
  			if(user.disabilities & CLUMSY)
  
negative.code: 		for(var/mob/living/M in loc)
  			if(!M.floating)
  				M.loc = src
  				trap_flush()
  				if(auto_close_on_mob)
  					spawn(auto_close_on_mob)
  						close()
  		for(var/obj/item/O in loc)
  			if(!O.throwing || !O.anchored)
  				O.loc = src
  					trap_flush()
  	if(auto_close)
  		spawn(auto_close)
  			close()
  