anchor.diff:  	righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
   	var/active = FALSE
   	icon = 'icons/obj/items_and_weapons.dmi'
  +	hitsound = 'sound/weapons/smash.ogg'
   	attack_verb = list("robusted")
   
   /obj/item/toy/windupToolbox/attack_self(mob/user)
  
positive.code: 				to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
  
  	else
  		. = ..()
  		if(!.)
  			to_chat(usr, "<span class='warning'>You can't reach it from here!</span>")
  
  
  
  
negative.code: 		icon_state = "his_grace_awakened"
  		to_chat(user, "<span class='warning'>You wind up [src], it begins to rumble.</span>")
  		active = TRUE
  		playsound(src, 'sound/effects/pope_entry.ogg', 100)
  		Rumble()
  		addtimer(CALLBACK(src, .proc/stopRumble), 600)
  	else
  		to_chat(user, "[src] is already active.")
  
  /obj/item/toy/windupToolbox/proc/Rumble()
  	var/static/list/transforms
  	if(!transforms)
  		var/matrix/M1 = matrix()
  		var/matrix/M2 = matrix()
  		var/matrix/M3 = matrix()
  		var/matrix/M4 = matrix()
  		M1.Translate(-1, 0)
  		M2.Translate(0, 1)
  		M3.Translate(1, 0)
  		M4.Translate(0, -1)
  		transforms = list(M1, M2, M3, M4)
  	animate(src, transform=transforms[1], time=0.2, loop=-1)
  	animate(transform=transforms[2], time=0.1)
  	animate(transform=transforms[3], time=0.2)
  	animate(transform=transforms[4], time=0.3)
  
  /obj/item/toy/windupToolbox/proc/stopRumble()
  	icon_state = initial(icon_state)
  	active = FALSE
  	animate(src, transform=matrix())
  
  /*
   * Subtype of Double-Bladed Energy Swords
  