anchor.diff:  	robust_searching = 1
   	var/hopping = FALSE
   	var/hop_cooldown = 0 //Strictly for player controlled leapers
  +	var/projectile_ready = FALSE //Check for making sure the visible tell lines up with player attacks
   
   /obj/item/projectile/leaper
   	name = "leaper bubble"
  
positive.code: /obj/structure/leaper_bubble/Destroy()
  	new /obj/effect/temp_visual/leaper_projectile_impact(get_turf(src))
  	playsound(src,'sound/effects/snap.ogg',50, 1, -1)
  	..()
  
  /obj/structure/leaper_bubble/Crossed(atom/movable/AM)
  	if(isliving(AM))
  
negative.code: /mob/living/simple_animal/hostile/jungle/leaper/AttackingTarget()
  	if(isliving(target))
  		return
  	return ..()
  
  /mob/living/simple_animal/hostile/jungle/leaper/handle_automated_action()
  	if(hopping)
  