anchor.diff:  	if(get_dist(src, user) < 2)
   		var/obj/item/weapon/grab/G = I
   		if(G.affecting.buckled)
  -			user << "<span class='notice'>[G.affecting] is buckled to [G.affecting.buckled]!</span>"
  -			return
  +			user << "<span class='warning'>[G.affecting] is buckled to [G.affecting.buckled]!</span>"
  +			return 0
   		if(G.state < GRAB_AGGRESSIVE)
  -			user << "<span class='notice'>You need a better grip to do that!</span>"
  -			return
  +			user << "<span class='warning'>You need a better grip to do that!</span>"
  +			return 0
   		if(!G.confirm())
  -			return
  +			return 0
   		G.affecting.loc = src.loc
   		G.affecting.Weaken(5)
   		G.affecting.visible_message("<span class='danger'>[G.assailant] pushes [G.affecting] onto [src].</span>", \
   									"<span class='userdanger'>[G.assailant] pushes [G.affecting] onto [src].</span>")
  +		add_logs(G.assailant, G.affecting, "pushed")
  +		qdel(I)
  +		return 1
   	qdel(I)
   
   /obj/structure/table/attackby(obj/item/I, mob/user)
  
positive.code: /obj/structure/table/proc/climb_table(mob/user)
  	src.add_fingerprint(user)
  	user.visible_message("<span class='warning'>[user] starts climbing onto [src].</span>", \
  								"<span class='notice'>[user] starts climbing onto [src].</span>")
  	if(do_mob(user, user, 20))
  		user.pass_flags += PASSTABLE
  		step(user,get_dir(user,src.loc))
  		user.pass_flags -= PASSTABLE
  		user.visible_message("<span class='warning'>[user] climbs onto [src].</span>", \
  									"<span class='notice'>[user] climbs onto [src].</span>")
  		add_logs(user, src, "climbed onto")
  		user.Stun(2)
  
  
  /*
  
negative.code: 	buildstack = /obj/item/stack/sheet/glass
  
  /obj/structure/table/glass/tablepush(obj/item/I, mob/user)
  	if(..())
  		visible_message("<span class='warning'>[src] breaks!</span>")
  		playsound(src.loc, "shatter", 50, 1)
  		new frame(src.loc)
  		new /obj/item/weapon/shard(src.loc)
  		qdel(src)
  
  
  /obj/structure/table/glass/climb_table(mob/user)
  	if(..())
  		visible_message("<span class='warning'>[src] breaks!</span>")
  		playsound(src.loc, "shatter", 50, 1)
  		new frame(src.loc)
  		new /obj/item/weapon/shard(src.loc)
  