anchor.diff:  			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.playsound_local(my_target, weap.hitsound, weap.get_clamped_volume())
   					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))
  
positive.code: 			//Strange audio
  			//src << "Strange Audio"
  			switch(rand(1,20))
  				if(1) playsound_local(null,'sound/machines/airlock.ogg')
  				if(2)
  					if(prob(50)) playsound_local(null,'sound/effects/Explosion1.ogg')
  					else playsound_local(null, 'sound/effects/Explosion2.ogg')
  				if(3) playsound_local(null, 'sound/effects/explosionfar.ogg')
  				if(4) playsound_local(null, pick('sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg'))
  				if(5)
  					playsound_local(null, 'sound/weapons/ring.ogg')
  					sleep(15)
  					playsound_local(null, 'sound/weapons/ring.ogg')
  					sleep(15)
  					playsound_local(null, 'sound/weapons/ring.ogg')
  				if(6) playsound_local(null, 'sound/magic/Summon_guns.ogg')
  				if(7) playsound_local(null, 'sound/machines/Alarm.ogg')
  				if(8) playsound_local(null, 'sound/voice/bfreeze.ogg')
  				if(9)
  					//To make it more realistic, I added two gunshots (enough to kill)
  					playsound_local(null, 'sound/weapons/Gunshot.ogg', 25)
  
negative.code: 						'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
  					playsound_local(null, pick(creepyasssounds))
  				if(13)
  					playsound_local(null, 'sound/effects/ratvar_rises.ogg', 100)
  					sleep(150)
  					playsound_local(null, 'sound/effects/ratvar_reveal.ogg', 100)
  				if(14)
  					src << "<h1 class='alert'>Priority Announcement</h1>"
  					src << "<br><br><span class='alert'>The Emergency Shuttle has docked with the station. You have 3 minutes to board the Emergency Shuttle.</span><br><br>"
  					playsound_local(null, 'sound/AI/shuttledock.ogg', 100)
  				//Deconstructing a wall
  				if(15)
  					playsound_local(null, 'sound/items/Welder.ogg', 15)
  					sleep(105)
  					playsound_local(null, 'sound/items/Welder2.ogg', 15)
  					sleep(15)
  					playsound_local(null, 'sound/items/Ratchet.ogg', 15)
  				//Hacking a door
  				if(16)
  					playsound_local(null, 'sound/items/Screwdriver.ogg', 15)
  					sleep(rand(10,30))
  					for(var/i = rand(1,3), i>0, i--)
  						playsound_local(null, 'sound/weapons/empty.ogg', 15)
  						sleep(rand(10,30))
  					playsound_local(null, 'sound/machines/airlockforced.ogg', 15)
  				if(17)
  					playsound_local(null, 'sound/weapons/saberon.ogg',35,1)
  				if(18)
  					src << "<h1 class='alert'>Biohazard Alert</h1>"
  					src << "<br><br><span class='alert'>Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.</span><br><br>"
  