anchor.diff:  		pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
   
   	flick_overlay(pickup_animation, GLOB.clients, 4)
  -	var/matrix/animation_matrix = new
  +	var/matrix/animation_matrix = new(pickup_animation.transform)
   	animation_matrix.Turn(pick(-30, 30))
   	animation_matrix.Scale(0.65)
   
  
positive.code: 	transform = animation_matrix
  
  	// This is instant on byond's end, but to our clients this looks like a quick drop
  	animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = matrix(), time = 3, easing = CUBIC_EASING)
  
  /atom/movable/proc/do_item_attack_animation(atom/attacked_atom, visual_effect_icon, obj/item/used_item)
  	var/image/attack_image
  
negative.code: 		return
  
  	flick_overlay(attack_image, GLOB.clients, 10)
  	var/matrix/copy_transform = new(transform)
  	// And animate the attack!
  	animate(attack_image, alpha = 175, transform = copy_transform.Scale(0.75), pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
  	animate(time = 1)
  	animate(alpha = 0, time = 3, easing = CIRCULAR_EASING|EASE_OUT)
  