anchor.diff:  	var/turf/mobloc = get_turf(src.loc)
   
   	src.visible_message("<span class='warning'>[src] sinks into the pool of blood!</span>")
  -	playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
  +	playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 50, 1, -1)
   	// Extinguish, unbuckle, stop being pulled, set our location into the
   	// dummy object
   	var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter(mobloc)
  
positive.code: 		sound = 'sound/magic/demon_consume.ogg'
  
  	for(var/i in 1 to 3)
  		playsound(get_turf(src),sound, 100, 1)
  		sleep(30)
  
  	if(!victim)
  
negative.code: 	item_flags = NODROP | ABSTRACT | DROPDEL
  
  /mob/living/proc/exit_blood_effect(obj/effect/decal/cleanable/B)
  	playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 50, 1, -1)
  	//Makes the mob have the color of the blood pool it came out of
  	var/newcolor = rgb(149, 10, 10)
  	if(istype(B, /obj/effect/decal/cleanable/xenoblood))
  