anchor.diff:  				var/crit_rebate = 0 // lessen the normal damage we deal for some of the crits
   
   				if(crit_case != 5) // the head asplode case has its own description
  -					C.visible_message("<span class='danger'>[C] is crushed by \the [src]!</span>", \
  -						"<span class='userdanger'>You are crushed by \the [src]!</span>")
  +					C.visible_message("<span class='danger'>[C] is crushed by [src]!</span>", \
  +						"<span class='userdanger'>You are crushed by [src]!</span>")
   
   				switch(crit_case) // only carbons can have the fun crits
   					if(1) // shatter their legs and bleed 'em
  
positive.code: 					if(2) // pin them beneath the machine until someone untilts it
  						forceMove(get_turf(C))
  						buckle_mob(C, force=TRUE)
  						C.visible_message("<span class='danger'>[C] is pinned underneath \the [src]!</span>", \
  							"<span class='userdanger'>You are pinned down by \the [src]!</span>")
  					if(3) // glass candy
  						crit_rebate = 50
  						for(var/i = 0, i < num_shards, i++)
  
negative.code: 			break
  
  /obj/machinery/vending/proc/tilt(mob/fatty, crit=FALSE)
  	visible_message("<span class='danger'>[src] tips over!</span>")
  	tilted = TRUE
  	layer = ABOVE_MOB_LAYER
  
  