anchor.diff:  	blocked = run_armor_check("groin","melee")
   	apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
   
  -	if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
  -		return 0
  -
   	if(airflow_speed > 10)
  -		paralysis += round(airflow_speed * vsc.airflow_stun)
  -		stunned = max(stunned,paralysis + 3)
  +		Paralyse(round(airflow_speed * vsc.airflow_stun))
  +		Stun(paralysis + 3)
   	else
  -		stunned += round(airflow_speed * vsc.airflow_stun/2)
  +		Stun(round(airflow_speed * vsc.airflow_stun/2))
   	. = ..()
   
   zone/proc/movables()
  
positive.code: 	for(var/mob/M in hearers(src))
  		M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
  	playsound(src.loc, "smash.ogg", 25, 1, -1)
  	if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
  		return 0
  	weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
  	. = ..()
  
  obj/airflow_hit(atom/A)
  
negative.code: 		if(istype(src, /mob/living/carbon/human))
  			if(src:buckled)
  				return
  			if(src:shoes && src:shoes.flags & NOSLIP)
  				return
  		src << "\red You are sucked away by airflow!"
  	var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc.  Very useful.
  	if(airflow_falloff < 1)
  