anchor.diff:  		next_command = world.time + cooldown_damage
   
   	//FIRE
  -	else if(findtext(command, "burn"))
  +	else if(findtext(command, "burn") || findtext(command, "ignite") || findtext(command, "hell"))
   		for(var/mob/living/L in listeners)
   			L.adjust_fire_stacks(0.8)
   			L.IgniteMob()
  
positive.code: 		return
  	var/mob/living/list/listeners = list()
  	for(var/mob/living/L in get_hearers_in_view(8, owner))
  		if(!L.ear_deaf && L != owner)
  			listeners += L
  	if(!IsAvailable())
  		owner << "<span class='notice'>You must wait [(next_command - world.time)/10] seconds before Speaking again.</span>"
  
negative.code: 		for(var/mob/living/L in listeners)
  			for(var/obj/structure/chair/chair in get_turf(L))
  				chair.buckle_mob(L, force=1)
  				break
  		next_command = world.time + cooldown_meme
  
  	//STAND UP
  	else if(findtext(command, "stand"))
  		for(var/mob/living/L in listeners)
  			if(L.buckled && istype(L.buckled, obj/structure/chair))
  				L.buckled.unbuckle_mob(L, force = 1)
  		next_command = world.time + cooldown_meme
  
  