anchor.diff:  					M.Weaken(10)
   
   			if(3) // Ice
  -				if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
  -					if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) && prob(30))
  -						M.stop_pulling()
  -						step(M, M.dir)
  -						M << "\blue You slipped on the icy floor!"
  -						playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
  -						M.Stun(4)
  -						M.Weaken(5)
  -					else
  -						M.inertia_dir = 0
  -						return
  -				else if(!istype(M, /mob/living/carbon/slime) || (M:species.bodyflags & FEET_NOSLIP))
  -					if (M.m_intent == "run" && prob(30))
  -						M.stop_pulling()
  -						step(M, M.dir)
  -						M << "\blue You slipped on the icy floor!"
  -						playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
  -						M.Stun(4)
  -						M.Weaken(5)
  -					else
  -						M.inertia_dir = 0
  -						return
  +				if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP) && prob(30))
  +					M.stop_pulling()
  +					step(M, M.dir)
  +					M << "\blue You slipped on the icy floor!"
  +					playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
  +					M.Stun(4)
  +					M.Weaken(5)
  +				else
  +					M.inertia_dir = 0
  +					return
   
   	..()
   
  
positive.code: 			return // no slipping while sitting in a chair, plz
  		switch (src.wet)
  			if(1)
  				if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
  					if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M.shoes.flags&NOSLIP))
  						M.stop_pulling()
  						step(M, M.dir)
  						M << "\blue You slipped on the wet floor!"
  						playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
  						M.Stun(5)
  						M.Weaken(3)
  					else
  						M.inertia_dir = 0
  						return
  				else if(!istype(M, (/mob/living/carbon/human/slime)) || (M.species.bodyflags & FEET_NOSLIP))
  					if (M.m_intent == "run")
  						M.stop_pulling()
  						step(M, M.dir)
  						M << "\blue You slipped on the wet floor!"
  						playsound(src, 'sound/misc/slip.ogg', 50, 1, -3)
  						M.Stun(5)
  						M.Weaken(3)
  					else
  						M.inertia_dir = 0
  						return
  
  			if(2) //lube                //can cause infinite loops - needs work
  				if(!istype(M, /mob/living/carbon/slime) && !M.buckled)
  					M.stop_pulling()
  					step(M, M.dir)
  					spawn(1) step(M, M.dir)
  
negative.code: 
  /turf/simulated/Entered(atom/A, atom/OL)
  
  	if(ishuman(A))
  		var/mob/living/carbon/human/M = A
  		if(M.lying)	return
  		if(prob(80))
  			dirt++
  		var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt) in src
  		if(dirt >= 100)
  			if(!dirtoverlay)
  				dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
  				dirtoverlay.alpha = 10
  			else if(dirt > 100)
  				dirtoverlay.alpha = min(dirtoverlay.alpha+10, 200)
  		if(istype(M.shoes, /obj/item/clothing/shoes/clown_shoes))
  			var/obj/item/clothing/shoes/clown_shoes/O = M.shoes
  			if(M.m_intent == "run")
  				if(O.footstep >= 2)
  					O.footstep = 0
  					playsound(src, "clownstep", 50, 1) // this will get annoying very fast.
  				else
  					O.footstep++
  			else
  				playsound(src, "clownstep", 20, 1)
  		if(istype(M.shoes, /obj/item/clothing/shoes/jackboots))
  			var/obj/item/clothing/shoes/jackboots/O = M.shoes
  			if(M.m_intent == "run")
  				if(O.footstep >= 2)
  					O.footstep = 0
  					playsound(src, "jackboot", 50, 1) // this will get annoying very fast.
  				else
  					O.footstep++
  			else
  				playsound(src, "jackboot", 20, 1)
  
  
  		// Tracking blood
  		var/list/bloodDNA = null
  		var/bloodcolor=""
  		if(M.shoes)
  			var/obj/item/clothing/shoes/S = M.shoes
  			if(S.track_blood && S.blood_DNA)
  				bloodDNA = S.blood_DNA
  				bloodcolor=S.blood_color
  				S.track_blood--
  		else
  			if(M.track_blood && M.feet_blood_DNA)
  				bloodDNA = M.feet_blood_DNA
  				bloodcolor=M.feet_blood_color
  				M.track_blood--
  
  		if (bloodDNA)
  			src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,M.dir,0,bloodcolor) // Coming
  			var/turf/simulated/from = get_step(M,reverse_direction(M.dir))
  			if(istype(from) && from)
  				from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,M.dir,bloodcolor) // Going
  
  			bloodDNA = null
  
  		var/noslip = 0
  		for (var/obj/structure/stool/bed/chair/C in loc)
  