anchor.diff:  	var/obj/effect/decal/remains/human/G = remains
   	for(var/obj/effect/decal/cleanable/blood/gibs/E in orange(1,G))
   		E.forceMove(G.loc) //Steptowards doesn't work on effects. ;_;
  -		addtimer(src, "del_gibs", 10)
  +	addtimer(src, "del_gibs", 10)
   	addtimer(src, "ungib_anime", 9)
   
   /obj/item/organ/gland/gib/proc/del_gibs()
   	var/obj/effect/decal/remains/human/G = remains
  -	for(var/obj/effect/decal/cleanable/blood/gibs/M in orange(1,G))
  +	for(var/obj/effect/decal/cleanable/blood/gibs/M in G.loc)
   		if(M.loc == G.loc)
   			qdel(M)
   			gibs++
  
positive.code: 	gibs(L.loc)
  	var/obj/effect/decal/remains/human/G = new /obj/effect/decal/remains/human(L.loc)
  	L.forceMove(G)
  	if(!(MUTE in L.disabilities))
  		L.disabilities |= MUTE
  		already_mute = 0
  	L.reset_perspective(L)
  	new /obj/effect/overlay/temp/gib_animation(T, "gibbed-h")
  	remains = G
  
negative.code: 	icon_state = "gib"
  	var/gibs = 0
  	var/remains
  	var/already_mute
  
  /obj/item/organ/gland/gib/activate()
  	gibs = 0
  