anchor.diff:  	for(var/mob/M in hearers(src))
   		M.show_message("\red <B>\The [src] slams into \a [A]!</B>",1,"\red You hear a loud slam!",2)
   	playsound(src.loc, "smash.ogg", 25, 1, -1)
  -	if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
  -		return 0
  -	weakened = max(weakened, (istype(A,/obj/item) ? A:w_class : rand(1,5))) //Heheheh
  +	var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
  +	Weaken(weak_amt)
   	. = ..()
   
   obj/airflow_hit(atom/A)
  
positive.code: 		if(istype(src, /mob/living/carbon/human))
  			if(src:buckled)
  				return
  			if(src:shoes)
  				if(istype(src:shoes, /obj/item/clothing/shoes/magboots))
  					if(src:shoes.flags & NOSLIP)
  						return
  		src << "\red You are sucked away by airflow!"
  	var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc.  Very useful.
  	if(airflow_falloff < 1)
  
negative.code: 	blocked = run_armor_check("groin","melee")
  	apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
  
  	if(airflow_speed > 10)
  		Paralyse(round(airflow_speed * vsc.airflow_stun))
  		Stun(paralysis + 3)
  	else
  		Stun(round(airflow_speed * vsc.airflow_stun/2))
  	. = ..()
  
  zone/proc/movables()
  