anchor.diff:  		return 0
   
   /atom/proc/checkpass(passflag)
  -	return pass_flags&passflag
  -
  -/*
  -/client/verb/check_dummy()
  -	set name = "List Dummies"
  -	set category = "Debug"
  -
  -	var/list/dummies = list()
  -	for(var/obj/item/weapon/dummy/D in world)
  -		usr << "[D] - [D.x], [D.y], [D.z] - [D.loc]"
  -		dummies += D
  -	usr << "[dummies.len] found!"
  -*/
  -
  +	return pass_flags&passflag
positive.code: /atom/proc/fire_act()
  	return
  
  /atom/proc/attack_hand(mob/user as mob)
  	return
  
  /atom/proc/attack_paw(mob/user as mob)
  	return
  
  /atom/proc/attack_ai(mob/user as mob)
  	return
  
  /atom/proc/attack_robot(mob/user as mob)
  	attack_ai(user)
  	return
  
  /atom/proc/attack_animal(mob/user as mob)
  	return
  
  /atom/proc/attack_ghost(mob/user as mob)
  	//src.examine()
  	return
  
  /atom/proc/attack_admin(mob/user as mob)
  	if(!user || !user.client || !user.client.holder)
  		return
  	attack_hand(user)
  
  //for aliens, it works the same as monkeys except for alien-> mob interactions which will be defined in the
  //appropiate mob files
  /atom/proc/attack_alien(mob/user as mob)
  	src.attack_paw(user)
  	return
  
  /atom/proc/attack_larva(mob/user as mob)
  	return
  
  // for slimes
  /atom/proc/attack_slime(mob/user as mob)
  	return
  
  /atom/proc/hand_h(mob/user as mob)			//human (hand) - restrained
  	return
  
  /atom/proc/hand_p(mob/user as mob)			//monkey (paw) - restrained
  	return
  
  /atom/proc/hand_a(mob/user as mob)			//AI - restrained
  	return
  
  /atom/proc/hand_r(mob/user as mob)			//Cyborg (robot) - restrained
  	src.hand_a(user)
  	return
  
  /atom/proc/hand_al(mob/user as mob)			//alien - restrained
  	src.hand_p(user)
  	return
  
  /atom/proc/hand_m(mob/user as mob)			//slime - restrained
  	return
  
  
  /atom/proc/hitby(atom/movable/AM as mob|obj)
  	return
  
  /atom/proc/attackby(obj/item/weapon/W, mob/user)
  	if(isturf(src))	return
  	if(!istype(W, /obj/item/weapon/grab) && !istype(W, /obj/item/weapon/plastique) && !istype(W, /obj/item/weapon/reagent_containers/spray) && !istype(W, /obj/item/weapon/packageWrap) && !istype(W, /obj/item/device/detective_scanner))
  		visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
  
  var/list/blood_splatter_icons = list()
  
  
negative.code: 
  
  
  /atom/proc/assume_air(datum/gas_mixture/giver)
  	del(giver)
  	return null
  
  