anchor.diff:  			target.clean_blood()
   	return
   
  -/obj/item/weapon/soap/attack(mob/target as mob, mob/user as mob)
  -	if(target && user && ishuman(target) && ishuman(user) && !target.stat && !user.stat && user.zone_sel &&user.zone_sel.selecting == "mouth" )
  -		user.visible_message("<span class='danger'>\the [user] washes \the [target]'s mouth out with [src.name]!</span>") //washes mouth out with soap sounds better than 'the soap' here
  -		return
  -	..()
   
   /*
    * Bike Horns
  
positive.code: 		if(do_after(user, src.cleanspeed))
  			user << "<span class='notice'>You scrub \the [target.name] out.</span>"
  			qdel(target)
  	else
  		user.visible_message("<span class='warning'>[user] begins to clean \the [target.name] with [src].</span>")
  		if(do_after(user, src.cleanspeed))
  
negative.code: 		M.slip(4, 2, src)
  
  /obj/item/weapon/soap/afterattack(atom/target, mob/user as mob, proximity)
  	if(!proximity)
  		return
  	//I couldn't feasibly  fix the overlay bugs caused by cleaning items we are wearing.
  	//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
  	if(user.client && (target in user.client.screen))
  