anchor.diff:  	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
  
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: 		src.occupant.LAssailant = null
  	else
  		src.occupant.LAssailant = user
  	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()
  
  
  