anchor.diff:  			L.buckled = src
   			L.dir = 2
   			buckle_mob(L, force=1)
  +
   			var/matrix/m180 = matrix(L.transform)
   			m180.Turn(180)
   			animate(L, transform = m180, time = 3)
  
positive.code: /obj/structure/kitchenspike/attack_hand(mob/user)
  	if(user.pulling && isliving(user.pulling) && user.a_intent == "grab" && !has_buckled_mobs())
  		var/mob/living/L = user.pulling
  		if(do_mob(user, src, 120))
  			if(has_buckled_mobs()) //to prevent spam/queing up attacks
  				return
  			if(L.buckled)
  				return
  			playsound(src.loc, "sound/effects/splat.ogg", 25, 1)
  			L.visible_message("<span class='danger'>[user] slams [L] onto the meat spike!</span>", "<span class='userdanger'>[user] slams you onto the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
  			L.loc = src.loc
  
negative.code: 		target.buckled = src
  		target.dir = 2
  		buckle_mob(L, force=1)
  
  		var/matrix/m180 = matrix(target.transform)
  		m180.Turn(180)
  		animate(L, transform = m180, time = 3)
  