anchor.diff:  	else //something wrong
   		name = "[initial(name)]"
   	update_icon()
  -	if(isrobot(user))
  -		user << "<span class='notice'>You free up your module.</span>"
  -	else if(istype(src, /obj/item/weapon/twohanded/required))
  -		user << "<span class='notice'>You drop \the [name].</span>"
  -	else
  -		user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
  +	if(show_message)
  +		if(isrobot(user))
  +			user << "<span class='notice'>You free up your module.</span>"
  +		else
  +			user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
   	if(unwieldsound)
   		playsound(loc, unwieldsound, 50, 1)
   	var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
  
positive.code: 		if(M.dna.check_mutation(HULK))
  			M << "<span class='warning'>You lack the grace to wield this!</span>"
  			return
  	sharpness = IS_SHARP
  	w_class = w_class_on
  	..()
  	hitsound = 'sound/weapons/blade1.ogg'
  
  /obj/item/weapon/twohanded/dualsaber/unwield() //Specific unwield () to switch hitsounds.
  	sharpness = initial(sharpness)
  
negative.code: 	var/wieldsound = null
  	var/unwieldsound = null
  
  /obj/item/weapon/twohanded/proc/unwield(mob/living/carbon/user, show_message = TRUE)
  	if(!wielded || !user)
  		return
  	wielded = 0
  