anchor.diff:  		pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
   
   	flick_overlay(pickup_animation, GLOB.clients, 4)
  -	var/matrix/animation_matrix = new
  +	var/matrix/animation_matrix = new(pickup_animation.transform)
   	animation_matrix.Turn(pick(-30, 30))
   	animation_matrix.Scale(0.65)
   
  
positive.code: 		return
  
  	flick_overlay(attack_image, GLOB.clients, 10)
  	// And animate the attack!
  	animate(attack_image, alpha = 175, transform = matrix() * 0.75, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
  	animate(time = 1)
  	animate(alpha = 0, time = 3, easing = CIRCULAR_EASING|EASE_OUT)
  
negative.code: 	var/old_x = pixel_x
  	var/old_y = pixel_y
  	var/old_alpha = alpha
  	var/matrix/old_transform = transform
  	var/matrix/animation_matrix = new(old_transform)
  	animation_matrix.Turn(pick(-30, 30))
  	animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
  
  