anchor.diff:  		return
   	if(act)
   		if(act == "scream")	act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
  -		for (var/mob/O in viewers(src, null))
  -			O.show_message("<B>[src]</B> [act].")
  +		visible_message("<B>[src]</B> [act].")
   
   
   /mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
  
positive.code: 
  	switch(L.a_intent)
  		if("help")
  			visible_message("\blue [L] rubs it's head against [src]")
  
  
  		else
  
  			var/damage = rand(5, 10)
  			visible_message("\red <B>[L] bites [src]!</B>")
  
  			if(stat != DEAD)
  				L.amount_grown = min(L.amount_grown + damage, L.max_grown)
  
negative.code: 
  			LAssailant = M
  
  			visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
  
  		if("harm", "disarm")
  			adjustBruteLoss(harm_intent_damage)
  			visible_message("<span class='danger'>[M] [response_harm] [src]!</span>")
  
  	return
  
  