anchor.diff:  					washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
   
   			if(H.head)
  -				if(H.head.clean_blood())
  +				if(wash_obj(H.head))
   					H.update_inv_head()
  -			if(H.wear_suit)
  +			if(wash_obj(H.wear_suit))
   				if(H.wear_suit.clean_blood())
   					H.update_inv_wear_suit()
  -			else if(H.w_uniform)
  +			else if(wash_obj(H.w_uniform))
   				if(H.w_uniform.clean_blood())
   					H.update_inv_w_uniform()
   			if(washgloves)
   				H.clean_blood()
   			if(H.shoes && washshoes)
  -				if(H.shoes.clean_blood())
  +				if(wash_obj(H.shoes))
   					H.update_inv_shoes()
   			if(H.wear_mask)
   				if(washmask)
  -					if(H.wear_mask.clean_blood())
  +					if(wash_obj(H.wear_mask))
   						H.update_inv_wear_mask()
   			else
   				H.lip_style = null
   				H.update_body()
   			if(H.glasses && washglasses)
  -				if(H.glasses.clean_blood())
  +				if(wash_obj(H.glasses))
   					H.update_inv_glasses()
   			if(H.ears && washears)
  -				if(H.ears.clean_blood())
  +				if(wash_obj(H.ears))
   					H.update_inv_ears()
   			if(H.belt)
  -				if(H.belt.clean_blood())
  +				if(wash_obj(H.belt))
   					H.update_inv_belt()
   		else
   			if(M.wear_mask)						//if the mob is not human, it cleans the mask without asking for bitflags
  -				if(M.wear_mask.clean_blood())
  +				if(wash_obj(M.wear_mask))
   					M.update_inv_wear_mask(0)
   			M.clean_blood()
   	else
  
positive.code: 
  
  /obj/machinery/shower/proc/wash_obj(atom/movable/O)
  	O.clean_blood()
  
  	if(isitem(O))
  		var/obj/item/I = O
  		I.acid_level = 0
  
negative.code: 	L.wash_cream()
  	L.ExtinguishMob()
  	L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
  	L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
  	if(iscarbon(L))
  		var/mob/living/carbon/M = L
  		. = 1
  		check_heat(M)
  		for(var/obj/item/I in M.held_items)
  			wash_obj(I)
  		if(M.back)
  			if(wash_obj(M.back))
  				M.update_inv_back(0)
  		if(ishuman(M))
  			var/mob/living/carbon/human/H = M
  