anchor.diff:  				target.loc = src
   				user.visible_message("[user] dives into [src].", \
   					"<span class='notice'>You dive into [src].</span>")
  -				update()
   				sleep(5)
   				trap_flush()
   				if(auto_close_on_mob)
  
positive.code: 		else
  			user.visible_message("[user] is attempting to step on the edge of [src].", \
  				"<span class='notice'>You start attempting to step on the edge of [src]...</span>")
  			if(do_mob(target, user, 30))		//Add 25% chance of failing "You slip and fall in to [src], 75% if clumsy "You step.. nope too funny you backwards flip in to [src], HONK!", 75% if braindamaged "You close your eyes so [src] cant detect you, and boldly step forward.", 100% if wet floor (noslip/galosh check) "You slip, and fall in to [src]."
  				if (!loc)	//Chance of getting damaged on failure? "You slip and land face first on the edge, knocking X teeths off."
  					return
  				target.loc = src.loc
  				user.visible_message("[user] steps on the edge of [src].", \
  					"<span class='notice'>You step on the edge of [src].</span>")
  				update()	//Does not seem to work even at parent, maybe use grab and showe in instead?
  	if(user != target)
  		target.visible_message("<span class='danger'>[user] starts pushing [target] into [src].</span>", \
  			"<span class='userdanger'>[user] starts pushing you into [src]!</span>")
  
negative.code: /obj/machinery/disposal/trapdoor/MouseDrop_T(mob/living/target, mob/living/user)
  	if (!open)
  		return
  	if(istype(target))
  		push_mob_in(target, user)
  		return 1
  
  