anchor.diff:  	var/egg_cooldown = 0
   
   /obj/structure/closet/cardboard/relaymove(mob/user, direction)
  -	if(opened || move_delay || user.stat || user.stunned || user.weakened || user.paralysis || !isturf(loc) || !has_gravity(loc)/*|| Kawanishi-Noseguchi || Kinunobebashi || Takiyama || Uguisunomori || Tsuzumigataki || Tada || Hirano || Ichinotorii || Uneno || Yamashita || Sasabe || Kofudai || Tokiwadai || Myokenguchi*/)
  +	if(opened || move_delay || user.stat || user.stunned || user.weakened || user.paralysis || !isturf(loc) || !has_gravity(loc))
   		return
   	step(src, direction)
   	move_delay = 1
  -	spawn(config.walk_speed) //Kept you waiting, huh?
  +	spawn(config.walk_speed)
   		move_delay = 0
   
  -/obj/structure/closet/cardboard/open() //!
  +/obj/structure/closet/cardboard/open()
   	if(opened || !can_open())
   		return 0
   	if(!egg_cooldown)
  
positive.code: 			viewing |= M.client
  	flick_overlay(I,viewing,8)
  	I.alpha = 0
  	animate(I, pixel_z = 32, alpha = 255, time = 5, easing = ELASTIC_EASING)
  
  //Don't worry, it's a game! It's a game just like usual.
  
negative.code: 				for(var/mob/living/L in alerted)
  					if(!L.stat)
  						L.do_alert_animation(L)
  				alerted << sound('sound/machines/chime.ogg')
  				egg_cooldown = 1
  				spawn(3000)
  					egg_cooldown = 0
  