anchor.diff:  			//entry when holding them
   			// literally only an option for carbons though
   			to_chat(C, "<span class='warning'>You may not hold items while blood crawling!</span>")
  -			return 0
  +			return FALSE
   		var/obj/item/bloodcrawl/B1 = new(C)
   		var/obj/item/bloodcrawl/B2 = new(C)
   		B1.icon_state = "bloodhand_left"
  
positive.code: 	addtimer(CALLBACK(src, /atom/.proc/remove_atom_colour, TEMPORARY_COLOUR_PRIORITY, newcolor), 6 SECONDS)
  
  /mob/living/proc/phasein(obj/effect/decal/cleanable/B)
  	if(src.notransform)
  		to_chat(src, "<span class='warning'>Finish eating first!</span>")
  		return 0
  	B.visible_message("<span class='warning'>[B] starts to bubble...</span>")
  	if(!do_after(src, 20, target = B))
  		return
  	if(!B)
  		return
  	forceMove(B.loc)
  	src.client.eye = src
  	src.visible_message("<span class='warning'><B>[src] rises out of the pool of blood!</B></span>")
  	exit_blood_effect(B)
  	if(iscarbon(src))
  		var/mob/living/carbon/C = src
  		for(var/obj/item/bloodcrawl/BC in C)
  			BC.flags_1 = null
  			qdel(BC)
  	qdel(src.holder)
  	src.holder = null
  	return 1
  
negative.code: 	name = "water"
  	icon = 'icons/effects/effects.dmi'
  	icon_state = "nothing"
  	density = FALSE
  	anchored = TRUE
  	invisibility = 60
  	resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
  	var/canmove = TRUE
  
  /obj/effect/dummy/phased_mob/slaughter/relaymove(mob/user, direction)
  	forceMove(get_step(src,direction))
  