anchor.diff:  	..()
   	//Strange audio
   	switch(rand(1,20))
  -		if(1) target.playsound_local(null,'sound/machines/airlock.ogg', 15, 1)
  +		if(1)
  +			target.playsound_local(null,'sound/machines/airlock.ogg', 15, 1)
   		if(2)
   			if(prob(50))
   				target.playsound_local(null,'sound/effects/explosion1.ogg', 50, 1)
   			else
   				target.playsound_local(null, 'sound/effects/explosion2.ogg', 50, 1)
  -		if(3) target.playsound_local(null, 'sound/effects/explosionfar.ogg', 50, 1)
  -		if(4) target.playsound_local(null, pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg'), 50, 1)
  +		if(3)
  +			target.playsound_local(null, 'sound/effects/explosionfar.ogg', 50, 1)
  +		if(4)
  +			target.playsound_local(null, pick('sound/effects/glassbr1.ogg','sound/effects/glassbr2.ogg','sound/effects/glassbr3.ogg'), 50, 1)
   		if(5)
   			target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
   			sleep(15)
   			target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
   			sleep(15)
   			target.playsound_local(null, 'sound/weapons/ring.ogg', 35)
  -		if(6) target.playsound_local(null, 'sound/magic/summon_guns.ogg', 50, 1)
  -		if(7) target.playsound_local(null, 'sound/machines/alarm.ogg', 100, 0)
  -		if(8) target.playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
  -		if(9) target.playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
  +		if(6)
  +			target.playsound_local(null, 'sound/magic/summon_guns.ogg', 50, 1)
  +		if(7)
  +			target.playsound_local(null, 'sound/machines/alarm.ogg', 100, 0)
  +		if(8)
  +			target.playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
  +		if(9)
  +			target.playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
   	//Rare audio
   		if(10)
   	//These sounds are (mostly) taken from Hidden: Source
  
positive.code: 			target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
  			target.playsound_local(null, 'sound/weapons/saberoff.ogg', 15, 1)
  		if(3) //Gun fight
  			for(var/i=0,i<hits,i++)
  				target.playsound_local(null, get_sfx("gunshot"), 25)
  				if(prob(60))
  					addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/pierce.ogg', 25, 1), rand(10,20))
  
negative.code: 	..()
  	var/turf/start = get_turf(T)
  	var/screen_border = pick(SOUTH,EAST,WEST,NORTH)
  	for(var/i in 1 to 13)
  		start = get_step(start,screen_border)
  	s = new(start,target)
  	s.parent = src
  	for(var/i in 1 to 13)
  		sleep(10)
  		s.forceMove(get_step(get_turf(s),get_dir(s,target)))
  		s.Show()
  