anchor.diff:  		icon_living = icon_state
   		overlays = O.overlays
   
  -		if(istype(O, /obj/structure) || istype(O, /obj/machinery))
  +		if(istype(O, /obj/structure))
  +			health = (anchored * 50) + 50
  +			destroy_objects = 1
  +			if(O.density && O.anchored)
  +				knockdown_people = 1
  +				melee_damage_lower *= 2
  +				melee_damage_upper *= 2
  +		else if(istype(O, /obj/machinery))
  +			is_electronic = 1
   			health = (anchored * 50) + 50
   			destroy_objects = 1
   			if(O.density && O.anchored)
  
positive.code: 			melee_damage_lower = 2 + I.force
  			melee_damage_upper = 2 + I.force
  			move_to_delay = 2 * I.w_class + 1
  
  		maxHealth = health
  		if(creator)
  
negative.code: 	faction = list("mimic")
  	move_to_delay = 9
  
  	var/is_electronic = 0
  
  /mob/living/simple_animal/hostile/mimic/FindTarget()
  	. = ..()
  	if(.)
  