anchor.diff:  					target.client.images |= A
   					sleep(rand(150,250))
   					if(item == "esword" || item == "dual_esword")
  -						target.playsound_local(H, 'sound/weapons/saberoff.ogg')
  +						target.playsound_local(H, 'sound/weapons/saberoff.ogg',35,1)
   					target.client.images.Remove(A)
   				break
   	qdel(src)
  
positive.code: 			updateimage()
  		else
  			if(prob(15))
  				do_attack_animation(my_target, ATTACK_EFFECT_PUNCH)
  				if(weapon_name)
  					my_target.playsound_local(my_target, weap.hitsound)
  					my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
  					my_target.staminaloss += 30
  					if(prob(20))
  
negative.code: 			//Strange audio
  			//src << "Strange Audio"
  			switch(rand(1,20))
  				if(1) playsound_local(null,'sound/machines/airlock.ogg', 15)
  				if(2)
  					if(prob(50)) playsound_local(null,'sound/effects/Explosion1.ogg', 50)
  					else playsound_local(null, 'sound/effects/Explosion2.ogg', 50)
  				if(3) playsound_local(null, 'sound/effects/explosionfar.ogg', 50)
  				if(4) playsound_local(null, pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg'), 50)
  				if(5)
  					playsound_local(null, 'sound/weapons/ring.ogg', 35)
  					sleep(15)
  					playsound_local(null, 'sound/weapons/ring.ogg', 35)
  					sleep(15)
  					playsound_local(null, 'sound/weapons/ring.ogg', 35)
  				if(6) playsound_local(null, 'sound/magic/Summon_guns.ogg', 50, 1)
  				if(7) playsound_local(null, 'sound/machines/Alarm.ogg', 100, 0)
  				if(8) playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
  				if(9)
  					//To make it more realistic, I added two gunshots (enough to kill)
  					playsound_local(null, 'sound/weapons/Gunshot.ogg', 25)
  