anchor.diff:  
   
   /mob/living/simple_animal/hostile/proc/AttackingTarget()
  +	in_melee = TRUE
   	return target.attack_animal(src)
   
   /mob/living/simple_animal/hostile/proc/Aggro()
  
positive.code: 	obj_damage = 40
  	environment_smash = ENVIRONMENT_SMASH_STRUCTURES //Bitflags. Set to ENVIRONMENT_SMASH_STRUCTURES to break closets,tables,racks, etc; ENVIRONMENT_SMASH_WALLS for walls; ENVIRONMENT_SMASH_RWALLS for rwalls
  	var/atom/target
  	var/ranged = 0
  	var/rapid = 0 //How many shots per volley.
  	var/rapid_fire_delay = 2 //Time between rapid fire shots
  	var/projectiletype	//set ONLY it and NULLIFY casingtype var, if we have ONLY projectile
  	var/projectilesound
  	var/casingtype		//set ONLY it and NULLIFY projectiletype, if we have projectile IN CASING
  
negative.code: 	var/lose_patience_timer_id //id for a timer to call LoseTarget(), used to stop mobs fixating on a target they can't reach
  	var/lose_patience_timeout = 300 //30 seconds by default, so there's no major changes to AI behaviour, beyond actually bailing if stuck forever
  
  /mob/living/simple_animal/hostile/Initialize()
  	. = ..()
  
  