anchor.diff:  
   /**
    * Performs the math component of adjusting a bank account balance.
  - */
  -/datum/bank_account/proc/_adjust_money(amt)
  -	account_balance += amt
  + * Arguments:
  + * * amount - the quantity of credits that will be written off if the value is negative, or added if it is positive.
  + */
  +/datum/bank_account/proc/_adjust_money(amount)
  +	account_balance += amount
   	if(account_balance < 0)
   		account_balance = 0
   
   /**
    * Returns TRUE if a bank account has more than or equal to the amount, amt.
    * Otherwise returns false.
  - */
  -/datum/bank_account/proc/has_money(amt)
  -	return account_balance >= amt
  + * Arguments:
  + * * amount - the quantity of credits that will be reconciled with the account balance.
  + */
  +/datum/bank_account/proc/has_money(amount)
  +	return account_balance >= amount
   
   /**
    * Adjusts the balance of a bank_account as well as sanitizes the numerical input.
  - */
  -/datum/bank_account/proc/adjust_money(amt)
  -	if((amt < 0 && has_money(-amt)) || amt > 0)
  -		_adjust_money(amt)
  + * Arguments:
  + * * amount - the quantity of credits that will be written off if the value is negative, or added if it is positive.
  + */
  +/datum/bank_account/proc/adjust_money(amount)
  +	if((amount < 0 && has_money(-amount)) || amount > 0)
  +		_adjust_money(amount)
   		return TRUE
   	return FALSE
   
   /**
    * Performs a transfer of credits to the bank_account datum from another bank account.
  - * *datum/bank_account/from: The bank account that is sending the credits to this bank_account datum.
  - * *amount: the quantity of credits that are being moved between bank_account datums.
  + * Arguments:
  + * * datum/bank_account/from - The bank account that is sending the credits to this bank_account datum.
  + * * amount - the quantity of credits that are being moved between bank_account datums.
    */
   /datum/bank_account/proc/transfer_money(datum/bank_account/from, amount)
   	if(from.has_money(amount))
  
positive.code: /**
   * This proc handles passive income gain for players, using their job's paycheck value.
   * Funds are taken from the parent department account to hand out to players. This can result in payment brown-outs if too many people are in one department.
   */
  /datum/bank_account/proc/payday(amt_of_paychecks, free = FALSE)
  	if(!account_job)
  		return
  	var/money_to_transfer = round(account_job.paycheck * payday_modifier * amt_of_paychecks)
  	if(amt_of_paychecks == 1)
  		money_to_transfer = clamp(money_to_transfer, 0, PAYCHECK_CREW) //We want to limit single, passive paychecks to regular crew income.
  	if(free)
  		adjust_money(money_to_transfer)
  		SSblackbox.record_feedback("amount", "free_income", money_to_transfer)
  		SSeconomy.station_target += money_to_transfer
  		log_econ("[money_to_transfer] credits were given to [src.account_holder]'s account from income.")
  	else
  		var/datum/bank_account/D = SSeconomy.get_dep_account(account_job.paycheck_department)
  		if(D)
  			if(!transfer_money(D, money_to_transfer))
  				bank_card_talk("ERROR: Payday aborted, departmental funds insufficient.")
  				return FALSE
  			else
  
negative.code: 			if(card_holder.can_hear())
  				card_holder.playsound_local(get_turf(card_holder), 'sound/machines/twobeep_high.ogg', 50, TRUE)
  				to_chat(card_holder, "[icon2html(icon_source, card_holder)] [span_notice("[message]")]")
  		else if(isturf(card.loc)) //If on the ground
  			var/turf/card_location = card.loc
  			for(var/mob/potential_hearer in hearers(1,card_location))
  				if(!potential_hearer.client || (!(potential_hearer.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
  					continue
  				if(potential_hearer.can_hear())
  					potential_hearer.playsound_local(card_location, 'sound/machines/twobeep_high.ogg', 50, TRUE)
  					to_chat(potential_hearer, "[icon2html(icon_source, potential_hearer)] [span_notice("[message]")]")
  		else
  			var/atom/sound_atom
  			for(var/mob/potential_hearer in card.loc) //If inside a container with other mobs (e.g. locker)
  				if(!potential_hearer.client || (!(potential_hearer.client.prefs.chat_toggles & CHAT_BANKCARD) && !force))
  					continue
  				if(!sound_atom)
  					sound_atom = card.drop_location() //in case we're inside a bodybag in a crate or something. doing this here to only process it if there's a valid mob who can hear the sound.
  				if(potential_hearer.can_hear())
  					potential_hearer.playsound_local(get_turf(sound_atom), 'sound/machines/twobeep_high.ogg', 50, TRUE)
  					to_chat(potential_hearer, "[icon2html(icon_source, potential_hearer)] [span_notice("[message]")]")
  
  /**
   * Returns a string with the civilian bounty's description on it.
  