anchor.diff:  	var/attitude = 50
   	var/slyness = 50
   	var/graytide = 0
  +	var/chattyness = CHANCE_TALK
   	//modules
   	var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter")
  -	var/nodeDist = 256
   
   /mob/living/carbon/human/interactive/proc/random()
   	//this is here because this has no client/prefs/brain whatever.
  
positive.code: 	if((TARGET && (doing & FIGHTING)) || graytide) // this is a redundancy check
  		var/mob/living/M = TARGET
  		if(istype(M,/mob/living))
  			if(M in oview(14,src))
  				if(M.health > 10)
  					if(main_hand)
  						if(main_hand.force != 0)
  							if(istype(main_hand,/obj/item/weapon/gun/projectile))
  
negative.code: 	var/interest = 100
  	var/timeout = 0
  	var/inactivity_period = 0
  	var/TARGET = null
  	var/LAST_TARGET = null
  	var/list/nearby = list()
  	var/best_force = 0
  	var/retal = 0
  