anchor.diff:  	canmove = 0
   	stunned = 1
   	icon = null
  -	invisibility = 101
  -	var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
  -	O.invisibility = 101
  -
  -	var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
  +	overlays.Cut()
  +	invisibility = 101
  +
  +	var/atom/movable/overlay/animation = new( loc )
   	animation.icon_state = "blank"
   	animation.icon = 'icons/mob/mob.dmi'
   	animation.master = src
   	flick("h2monkey", animation)
  +	sleep(22)
  +	var/mob/living/carbon/monkey/O = new /mob/living/carbon/monkey( loc )
  +	qdel(animation)
   
   	// hash the original name?
   	if	(tr_flags & TR_HASHNAME)
  
positive.code: 	if (tr_flags & TR_DEFAULTMSG)
  		O << "<B>You are now a human.</B>"
  
  	for(var/obj/item/C in O.loc)
  		O.equip_to_appropriate_slot(C)
  
  	updateappearance(O)
  	. = O
  
  
negative.code: 	updateappearance(O)
  	. = O
  	if ( !(tr_flags & TR_KEEPSRC) ) //flag should be used if monkeyize() is called inside another proc of src so that one does not crash
  		qdel(src)
  
  
  //////////////////////////           Humanize               //////////////////////////////
  //Could probably be merged with monkeyize but other transformations got their own procs, too
  