anchor.diff:  	else //something wrong
   		name = "[initial(name)]"
   	update_icon()
  -	if(isrobot(user))
  -		user << "<span class='notice'>You free up your module.</span>"
  -	else if(istype(src, /obj/item/weapon/twohanded/required))
  -		user << "<span class='notice'>You drop \the [name].</span>"
  -	else
  -		user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
  +	if(show_message)
  +		if(isrobot(user))
  +			user << "<span class='notice'>You free up your module.</span>"
  +		else
  +			user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
   	if(unwieldsound)
   		playsound(loc, unwieldsound, 50, 1)
   	var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
  
positive.code: 
  ///////////Two hand required objects///////////////
  //This is for objects that require two hands to even pick up
  /obj/item/weapon/twohanded/required/
  	w_class = 5
  
  /obj/item/weapon/twohanded/required/attack_self()
  
negative.code: 
  /obj/item/weapon/twohanded/dropped(mob/user)
  	..()
  	if(!wielded)
  		return
  	//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
  	if(user)
  		var/obj/item/weapon/twohanded/O = user.get_inactive_hand()
  		if(istype(O))
  			O.unwield(user)
  	unwield(user)
  
  /obj/item/weapon/twohanded/update_icon()
  	return
  