anchor.diff:  			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."
  +				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?
  +				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>")
  
positive.code: 	flushing = FALSE
  	sleep(5)
  
  /atom/movable/proc/disposalEnterTry()
  	return 1
  
  
negative.code: 			return
  		if(istype(AM, /obj/item))
  			var/obj/item/O = AM
  			spawn(5)	// attempt to fix the comment below. Actually quite nice as the items do the little landing spin and then get sucked in.
  				if(O.throwing || O.anchored)	// does not seem to take in items even if they land
  					return
  				else if(O.loc == src.loc)	// attempt to fix the comment above
  					O.loc = src
  					trap_flush()
  
  