anchor.diff:  			playsound(src.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
   			var/obj/machinery/door/airlock/A = target
   			removingairlock = 1
  -			if(do_after(src, 250, 0, A, 1))
  +			if(do_after(src, 200, 0, A, 1))
   				playsound(src.loc, 'sound/hallucinations/far_noise.ogg', 50, 1)
   				var/obj/structure/door_assembly/door = new A.doortype(get_turf(A))
   				door.density = 0
  
positive.code: 	speak_emote = list("groans")
  	emote_see = list("groans")
  	a_intent = "harm"
  	maxHealth = 180
  	health = 180
  	speed = 2
  	harm_intent_damage = 8
  	melee_damage_lower = 20
  
negative.code: 		qdel(src)
  		return
  	src << "<span class='userdanger'>You're down, but not quite out. You'll be back on your feet within a minute or two.</span>"
  	spawn(rand(300,400))
  		if(src)
  			visible_message("<span class='danger'>[src] staggers to their feet!</span>")
  			revive(full_heal = 1)
  