anchor.diff:  					//to_chat(world, "note: [note]")
   					if(!playing || shouldStopPlaying(user))//If the instrument is playing, or special case
   						playing = FALSE
  +						hearers = null
   						return
   					if(!lentext(note))
   						continue
  
positive.code: 
  /obj/structure/piano/attackby(obj/item/O, mob/user, params)
  	if (istype(O, /obj/item/weapon/wrench))
  		if (!anchored && !isinspace())
  			playsound(src, O.usesound, 50, 1)
  			to_chat(user, "<span class='notice'> You begin to tighten \the [src] to the floor...</span>")
  			if (do_after(user, 20*O.toolspeed, target = src))
  				user.visible_message( \
  					"[user] tightens \the [src]'s casters.", \
  					"<span class='notice'>You tighten \the [src]'s casters. Now it can be played again.</span>", \
  					"<span class='italics'>You hear ratchet.</span>")
  				anchored = TRUE
  		else if(anchored)
  			playsound(src, O.usesound, 50, 1)
  			to_chat(user, "<span class='notice'> You begin to loosen \the [src]'s casters...</span>")
  			if (do_after(user, 40*O.toolspeed, target = src))
  				user.visible_message( \
  					"[user] loosens \the [src]'s casters.", \
  					"<span class='notice'>You loosen \the [src]. Now it can be pulled somewhere else.</span>", \
  
negative.code: 				else
  					sleep(tempo)
  		repeat--
  	hearers = null
  	playing = FALSE
  	repeat = 0
  	updateDialog(user)
  