anchor.diff:  
   
   	if((CLUMSY in user.mutations) && prob(50))              //What if he's a clown?
  -		M << "\red You accidentally slam yourself with the [src]!"
  -		M.Weaken(1)
  +		user << "<span class='danger'> You accidentally slam yourself with the [src]!</span>"
  +		user.Weaken(1)
   		user.take_organ_damage(2)
   		if(prob(50))
   			playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
  
positive.code: 			playsound(M, 'sound/items/trayhit2.ogg', 50, 1) //sound playin'
  			return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
  
  	var/mob/living/carbon/human/H = M      ///////////////////////////////////// /Let's have this ready for later.
  
  
  	if(!(user.zone_sel.selecting == ("eyes" || "head"))) //////////////hitting anything else other than the eyes
  		if(prob(33))
  			src.add_blood(H)
  			var/turf/location = H.loc
  			if (istype(location, /turf/simulated))
  				location.add_blood(H)     ///Plik plik, the sound of blood
  
  		add_logs(user, M, "attacked", object="[src.name]")
  
  		if(prob(15))
  			M.Weaken(3)
  			M.take_organ_damage(3)
  		else
  			M.take_organ_damage(5)
  		if(prob(50))
  			playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
  			return
  		else
  			playsound(M, 'sound/items/trayhit2.ogg', 50, 1)  //we applied the damage, we played the sound, we showed the appropriate messages. Time to return and stop the proc
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
  			return
  
  
  
  
  	if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
  		M << "\red You get slammed in the face with the tray, against your mask!"
  		if(prob(33))
  			src.add_blood(H)
  			if (H.wear_mask)
  				H.wear_mask.add_blood(H)
  			if (H.head)
  				H.head.add_blood(H)
  			if (H.glasses && prob(33))
  				H.glasses.add_blood(H)
  			var/turf/location = H.loc
  			if (istype(location, /turf/simulated))     //Addin' blood! At least on the floor and item :v
  				location.add_blood(H)
  
  		if(prob(50))
  			playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
  		else
  			playsound(M, 'sound/items/trayhit2.ogg', 50, 1)  //sound playin'
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] with the tray!</B>", user, M), 1)
  		if(prob(10))
  			M.Stun(rand(1,3))
  			M.take_organ_damage(3)
  			return
  		else
  			M.take_organ_damage(5)
  			return
  
  	else //No eye or head protection, tough luck!
  		M << "\red You get slammed in the face with the tray!"
  		if(prob(33))
  			src.add_blood(M)
  			var/turf/location = H.loc
  			if (istype(location, /turf/simulated))
  				location.add_blood(H)
  
  		if(prob(50))
  			playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
  		else
  			playsound(M, 'sound/items/trayhit2.ogg', 50, 1)  //sound playin' again
  			for(var/mob/O in viewers(M, null))
  				O.show_message(text("\red <B>[] slams [] in the face with the tray!</B>", user, M), 1)
  		if(prob(30))
  			M.Stun(rand(2,4))
  			M.take_organ_damage(4)
  			return
  		else
  			M.take_organ_damage(8)
  			if(prob(30))
  				M.Weaken(2)
  				return
  			return
  
  
  /*
  
negative.code: 				else
  					H.Stun(time)
  				if(H.stat != 2)	H.stat = 1
  				user.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", "<span class='userdanger'>You knock [H] unconscious!</span>")
  				return
  			else
  				H.visible_message("<span class='danger'> [user] tried to knock [H] unconscious!</span>", "<span class='danger'> [user] tried to knock you unconscious!</span>")
  				H.eye_blurry += 3
  
  	return ..()
  
  /*
   * Trays - Agouri
  