anchor.diff:  		return //don't do an animation if attacking self
   	var/pixel_x_diff = 0
   	var/pixel_y_diff = 0
  +	var/turn_dir = 1
   
   	var/direction = get_dir(src, A)
   	if(direction & NORTH)
   		pixel_y_diff = 8
  +		turn_dir = rand(50) ? -1 : 1
   	else if(direction & SOUTH)
   		pixel_y_diff = -8
  +		turn_dir = rand(50) ? -1 : 1
   
   	if(direction & EAST)
   		pixel_x_diff = 8
   	else if(direction & WEST)
   		pixel_x_diff = -8
  -
  -	animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
  -	animate(pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, time = 2)
  +		turn_dir = -1
  +
  +	var/matrix/initial_transform = matrix(transform)
  +	var/matrix/rotated_transform = transform.Turn(15 * turn_dir)
  +	animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, transform=rotated_transform, time = 1, easing=BACK_EASING|EASE_IN)
  +	animate(pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, transform=initial_transform, time = 2, easing=SINE_EASING)
   
   /atom/movable/proc/do_item_attack_animation(atom/A, visual_effect_icon, obj/item/used_item)
   	var/image/I
  
positive.code: 		I.plane = GAME_PLANE
  
  		// Scale the icon.
  		I.transform *= 0.75
  		// The icon should not rotate.
  		I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
  
  		// Set the direction of the icon animation.
  		var/direction = get_dir(src, A)
  		if(direction & NORTH)
  			I.pixel_y = -16
  		else if(direction & SOUTH)
  			I.pixel_y = 16
  
  		if(direction & EAST)
  			I.pixel_x = -16
  		else if(direction & WEST)
  			I.pixel_x = 16
  
  		if(!direction) // Attacked self?!
  			I.pixel_z = 16
  
negative.code: 	if(!I)
  		return
  
  	flick_overlay(I, GLOB.clients, 10)
  
  	// And animate the attack!
  	animate(I, alpha = 175, transform = matrix() * 0.75, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
  	animate(time = 1)
  	animate(alpha = 0, time = 3, easing = CIRCULAR_EASING|EASE_OUT)
  
  /atom/movable/vv_get_dropdown()
  	. = ..()
  