anchor.diff:  		var/random_y = rand(0, 72)
   		AT.pixel_y += random_y
   	..()
  +
  +/mob/living/simple_animal/hostile/megafauna/colossus/proc/enrage(mob/living/L)
  +	var/enraged = FALSE
  +	if(ishuman(L))
  +		var/mob/living/carbon/human/H = L
  +		if(H.martial_art && prob(H.martial_art.deflection_chance))
  +			enraged = TRUE
  +
  +	return enraged
   
   /mob/living/simple_animal/hostile/megafauna/colossus/proc/alternating_dir_shots()
   	dir_shots(diagonals)
  
positive.code: 
  	for(var/obj/O in (contents-component_parts))
  		stored_items += O.type
  	
  	S["stored_items"]				<< stored_items
  	memory_saved = TRUE
  
  
negative.code: 		create_item(item)
  
  //in it's own proc to avoid issues with items that nolonger exist in the code base.
  //try catch doesn't always prevent byond runtimes from halting a proc,
  /obj/machinery/smartfridge/black_box/proc/create_item(item_type)
  	new item_type(src)
  
  