anchor.diff:  	. = ..()
   	if(!isliving(from))
   		return
  +	var/mob/living/victim = from
   	if(user.stat || user.lying || !Adjacent(user) || !from.Adjacent(user) || !iscarbon(user) || !victim.has_gravity(src) || SEND_SIGNAL(victim, COMSIG_IS_SWIMMING))
   		return
  -	var/mob/living/victim = from
   	var/victimname = victim == user? "themselves" : "[victim]"
   	var/starttext = victim == user? "[user] is descending into [src]." : "[user] is lowering [victim] into [src]."
   	user.visible_message("<span class='notice'>[starttext]</span>")
  
positive.code: // Mousedrop hook to normal turfs to get out of pools.
  /turf/open/MouseDrop_T(atom/from, mob/user)
  	// I could make this /open/floor and not have the !istype but ehh - kev
  	if(SEND_SIGNAL(from, COMSIG_IS_SWIMMING) && isliving(user) && ((user == from) || user.CanReach(from)) && CHECK_MOBILITY(user, MOBILITY_USE) && !istype(src, /turf/open/pool))
  		var/mob/living/L = from
  		//The element only exists if you're on water and a living mob, so let's skip those checks.
  		var/pre_msg
  
negative.code: 	. = ..()
  	if(.)
  		return
  	if((user.loc != src) && !user.IsStunned() && !user.IsKnockdown() && !user.incapacitated() && Adjacent(user) && SEND_SIGNAL(user, COMSIG_IS_SWIMMING) && filled && (next_splash < world.time))
  		playsound(src, 'sound/effects/watersplash.ogg', 8, TRUE, 1)
  		next_splash = world.time + 25
  		var/obj/effect/splash/S = new(src)
  