anchor.diff:  				else
   					H.Stun(time)
   				if(H.stat != 2)	H.stat = 1
  -				for(var/mob/O in viewers(H, null))
  -					O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
  +				user.visible_message("<span class='danger'>[H] has been knocked unconscious!</span>", "<span class='userdanger'>You knock [H] unconscious!</span>")
  +				return
   			else
  -				H << text("\red [] tried to knock you unconscious!",user)
  +				H.visible_message("<span class='danger'> [user] tried to knock [H] unconscious!</span>", "<span class='danger'> [user] tried to knock you unconscious!</span>")
   				H.eye_blurry += 3
   
  -	return
  +	return ..()
   
   /*
    * Trays - Agouri
  
positive.code: 
  
  	if((CLUMSY in user.mutations) && prob(50))              //What if he's a clown?
  		M << "\red You accidentally slam yourself with the [src]!"
  		M.Weaken(1)
  		user.take_organ_damage(2)
  		if(prob(50))
  			playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
  
negative.code: 
  /obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
  	if ((CLUMSY in user.mutations) && prob(50))
  		user << "<span class='danger'> You accidentally cut yourself with the [src].</span>"
  		user.take_organ_damage(20)
  		return
  	playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
  