anchor.diff:  		timer_paused = 1
   		priority_announce("Hostile runtimes within station systems now inactive. Possible relocation of AI core(s) off-station.", "Anomaly Alert", 'sound/AI/attention.ogg')
   
  -	for(var/datum/mind/AI_mind in malf_ai)
  +	for(var/datum/mind/AI_mind in malf_ai)					//Prototype of progress stopping when AI leaves the station; for now it's just a lose
   		if(!timer_paused)
   			return
   		if(AI_mind.current.loc != ZLEVEL_STATION)
   			return
   		timer_paused = 0
  -		priority_announce("Hostile runtime activity resumed. AI core(s) presumably on-station once more.", "Anomaly Alert", 'sound/AI/attention.ogg')
  -
  -	if ((apcs > 0) && malf_mode_declared && !timer_paused)
  +		priority_announce("Hostile runtime activity resumed. AI core(s) presumably on-station once more.", "Anomaly Alert", 'sound/AI/attention.ogg')*/
  +
  +	if ((apcs > 0) && malf_mode_declared)
   		AI_win_timeleft -= apcs * seconds	//Victory timer de-increments based on how many APCs are hacked
   	..()
   	if (AI_win_timeleft<=0)
  
positive.code: 
  	else if ( station_captured && !malf_dead && !station_was_nuked)
  		feedback_set_details("round_end_result","win - AI win - no explosion")
  		world << "<FONT size = 3><B>AI Victory</B></FONT>"
  		world << "<B>The AI has chosen not to detonate the station!</B>"
  
  	else if (!station_captured &&                station_was_nuked)
  
negative.code: 	return
  
  /datum/game_mode/malfunction/process(seconds)
  	/*var/timer_paused
  
  	for(var/datum/mind/AI_mind in malf_ai)
  		if(timer_paused)
  