anchor.diff:  		src.occupant.LAssailant = null
   	else
   		src.occupant.LAssailant = user
  -
  -	src.occupant.emote("scream")
  -	playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
  -	src.occupant.death(1)
  -	src.occupant.ghostize()
  -	del(src.occupant)
  -	spawn(src.gibtime)
  -		playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
  -		operating = 0
  -		for (var/i=1 to totalslabs)
  -			var/obj/item/meatslab = allmeat[i]
  -			var/turf/Tx = locate(src.x - i, src.y, src.z)
  -			meatslab.loc = src.loc
  -			meatslab.throw_at(Tx,i,3,src)
  -			if (!Tx.density)
  -				new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
  -		src.operating = 0
  -		update_icon()
  -
  -
  +	if(src.dramatic)
  +		visible_message("\red The hatch closes and locks.")
  +		src.occupant.visible_message("\red The hatch closes and locks behind you.")
  +		sleep(20)
  +		visible_message("\red <b>The Gibber</b> states 'Deploying Grinders.'")
  +		src.occupant.visible_message("\blue You hear a faint voice. \red <b>The Gibber</b> states 'Deploying Grinders.'")
  +		src.occupant.visible_message("\red You feel a panel open underneath you.")
  +		sleep(10)
  +		src.occupant.visible_message("\red A number of sharp points press into your back.")
  +		sleep(20)
  +		visible_message("\red <b>The Gibber</b> states 'Engaging Grinders.'")
  +		src.occupant.visible_message("\blue You hear a faint voice. \red <b>The Gibber</b> states 'Engaging Grinders.'")
  +		src.occupant.visible_message("\red The blades start tearing at your flesh! AHHHHH!")
  +		src.occupant.emote("scream")
  +		visible_message("\red You hear a loud squelchy grinding sound.")
  +		sleep(20)
  +		playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
  +		src.occupant.death(1)
  +		src.occupant.ghostize()
  +		del(src.occupant)
  +		spawn(src.gibtime)
  +			playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
  +			operating = 0
  +			for (var/i=1 to totalslabs)
  +				var/obj/item/meatslab = allmeat[i]
  +				var/turf/Tx = locate(src.x - i, src.y, src.z)
  +				meatslab.loc = src.loc
  +				meatslab.throw_at(Tx,i,3,src)
  +				if (!Tx.density)
  +					new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
  +			src.operating = 0
  +			update_icon()
  +	else
  +		src.occupant.emote("scream")
  +		playsound(src.loc, 'sound/effects/gib.ogg', 50, 1)
  +		src.occupant.death(1)
  +		src.occupant.ghostize()
  +		del(src.occupant)
  +		spawn(src.gibtime)
  +			playsound(src.loc, 'sound/effects/splat.ogg', 50, 1)
  +			operating = 0
  +			for (var/i=1 to totalslabs)
  +				var/obj/item/meatslab = allmeat[i]
  +				var/turf/Tx = locate(src.x - i, src.y, src.z)
  +				meatslab.loc = src.loc
  +				meatslab.throw_at(Tx,i,3,src)
  +				if (!Tx.density)
  +					new /obj/effect/decal/cleanable/blood/gibs(Tx,i)
  +			src.operating = 0
  +			update_icon()
  +
  +
  
positive.code: 		visible_message("\red You hear a loud metallic grinding sound.")
  		return
  	use_power(1000)
  	visible_message("\red You hear a loud squelchy grinding sound.")
  	src.operating = 1
  	update_icon()
  	var/sourcename = src.occupant.real_name
  
negative.code: 	var/dirty = 0 // Does it need cleaning?
  	var/gibtime = 40 // Time from starting until meat appears
  	var/mob/living/occupant // Mob who has been put inside
  	var/dramatic = 1
  	use_power = 1
  	idle_power_usage = 2
  	active_power_usage = 500
  