anchor.diff:  	for(var/mob/M in hearers(src))
   		M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
   	playsound(src.loc, "smash.ogg", 25, 1, -1)
  -	weakened = max(weakened, (A.vars["w_class"] ? A:w_class : rand(1,5))) //Heheheh
  +	weakened = max(weakened, (A.vars.Find("w_class") ? A:w_class : rand(1,5))) //Heheheh
   	. = ..()
   
   obj/airflow_hit(atom/A)
  
positive.code: 	airflow_light_pressure = 30
  	airflow_medium_pressure = 45
  	airflow_heavy_pressure = 60
  	airflow_heaviest_pressure = 85
  
  	airflow_damage = 0.3
  	airflow_stun = 0.15
  	airflow_speed_decay = 1
  	airflow_delay = 35 //Time in deciseconds before they can be moved by airflow again.
  	airflow_mob_slowdown = 3 //Time in tenths of a second to add as a delay to each movement by a mob.\
  	Only active if they are fighting the pull of the airflow.
  	airflow_stun_cooldown = 10 //How long, in tenths of a second, to wait before stunning them again.
  
negative.code: 	airflow_dest = null
  
  mob/living/carbon/human/airflow_hit(atom/A)
  //	for(var/mob/M in hearers(src))
  //		M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
  	playsound(src.loc, "punch", 25, 1, -1)
  	loc:add_blood(src)
  	if (src.wear_suit)
  