anchor.diff:  		visible_message("\red You hear a loud metallic grinding sound.")
   		return
   	use_power(1000)
  +	visible_message("\red You hear a loud squelchy grinding sound.")
   	src.operating = 1
   	update_icon()
   	var/sourcename = src.occupant.real_name
  
positive.code: 		src.occupant.LAssailant = null
  	else
  		src.occupant.LAssailant = user
  	if(src.dramatic)
  		visible_message("\red The hatch closes and locks.")
  		src.occupant.visible_message("\red The hatch closes and locks behind you.")
  
negative.code: 					new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
  			src.operating = 0
  			update_icon()
  =======
  
  	src.occupant.emote("scream")
  	playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
  	src.occupant.death(1)
  	src.occupant.ghostize()
  	del(src.occupant)
  	spawn(src.gibtime)
  		playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
  		operating = 0
  		for (var/i=1 to totalslabs)
  			var/obj/item/meatslab = allmeat[i]
  			var/turf/Tx = locate(src.x - i, src.y, src.z)
  			meatslab.loc = src.loc
  			meatslab.throw_at(Tx,i,3,src)
  			if (!Tx.density)
  				new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
  		src.operating = 0
  		update_icon()
  >>>>>>> parent of 0e99339... Makes the gibber Ultra-Dramatic. Can be toggled on and off via the
  
  
  