anchor.diff:  	var/speech_bubble_test = say_test(message)
   	var/image/speech_bubble = image('icons/mob/talk.dmi',src,"h[speech_bubble_test]")
   	spawn(30) del(speech_bubble)
  -	
  +
   	for(var/mob/M in listening)
   		M << speech_bubble
   		M.hear_say(message, verb, speaking, alt_name, italics, src)
  -	
  +
   	if (eavesdropping.len)
   		var/new_message = stars(message)	//hopefully passing the message twice through stars() won't hurt... I guess if you already don't understand the language, when they speak it too quietly to hear normally you would be able to catch even less.
   		for(var/mob/M in eavesdropping)
   			M << speech_bubble
   			M.hear_say(new_message, verb, speaking, alt_name, italics, src)
  -	
  +
   	if (watching.len)
   		var/rendered = "<span class='game say'><span class='name'>[src.name]</span> whispers something.</span>"
   		for (var/mob/M in watching)
  
positive.code: 
  	if (src.stat)
  		return
  	
  	message =  trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))	//made consistent with say
  
  	if(name != GetVoice())
  		alt_name = "(as [get_id_name("Unknown")])"
  	
  	//parse the language code and consume it
  	var/datum/language/speaking = parse_language(message)
  	if (speaking)
  		message = copytext(message,3)
  	
  	whisper_say(message, speaking, alt_name)
  
  
  
negative.code: 	var/watching_range = 5
  	var/italics = 1
  
  	if(speaking && speaking.flags & SIGNLANG) // You can't whisper sign language yet that's silly
  		return
  
  	if (speaking)
  		verb = speaking.speech_verb + pick(" quietly", " softly")
  
  	message = capitalize(trim(message))
  
  	//TODO: handle_speech_problems for silent
  	if (!message || silent || miming)
  		return
  
  	// Mute disability
  	//TODO: handle_speech_problems
  	if (src.sdisabilities & MUTE)
  