anchor.diff:  		return
   
   	var/style = "body"
  -	
  +
   	//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
   	if (language && (language.flags & NONVERBAL))
   		if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
   			message = stars(message)
  -	
  +
   	if(!say_understands(speaker,language))
   		if(istype(speaker,/mob/living/simple_animal))
   			var/mob/living/simple_animal/S = speaker
  
positive.code: 	if (language && (language.flags & NONVERBAL))
  		if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
  			message = stars(message)
  	
  	if(!say_understands(speaker,language))
  		if(istype(speaker,/mob/living/simple_animal))
  			var/mob/living/simple_animal/S = speaker
  
negative.code: /mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
  	if(!client)
  		return
  
  	if(sleeping || stat == 1)
  		return
  
  	var/speaker_name
  	var/alt_name
  
  //	var/mob/S = speaker
  //	if(!S && !S.head && !istype(S.head, /obj/item/clothing/head/helmet))
  	speaker_name = speaker.real_name
  //	else
  //		speaker_name = "unknown"
  
  	var/track = null
  	if(istype(src, /mob/dead/observer))
  		if(speaker_name != speaker.real_name && speaker.real_name)
  			speaker_name = "[speaker.real_name] ([speaker_name])"
  		track = "(<a href='byond://?src=\ref[src];track=\ref[speaker]'>follow</a>) "
  
  		if(client.prefs.toggles & CHAT_GHOSTEARS && speaker in view(src))
  			message = "<b>[message]</b>"
  
  
  	if(say_understands(speaker, language))
  		message = "<span class='game say'><span class='name'>[speaker.real_name]</span>[alt_name] [track][verb], <span class='message'>\"[message]\"</span></span>"
  	else
  		message = "<B>[speaker.real_name]</B> gestures."
  
  