anchor.diff:  	return 0
   
   /obj/structure/clockwork/ex_act(severity)
  -	if(takes_damage)
  -		switch(severity)
  -			if(1)
  -				health -= max_health * 0.7 //70% max health lost
  -			if(2)
  -				health -= max_health * 0.4 //40% max health lost
  -			if(3)
  -				if(prob(50))
  -					health -= max_health * 0.1 //10% max health lost
  -		if(health <= max_health * 0.1) //If there's less than 10% max health left, destroy it
  -			destroyed()
  -			qdel(src)
  +	var/damage = 0
  +	switch(severity)
  +		if(1)
  +			damage = max_health * 0.7 //70% max health lost
  +		if(2)
  +			damage = max_health * 0.4 //40% max health lost
  +		if(3)
  +			if(prob(50))
  +				damage = max_health * 0.1 //10% max health lost
  +	if(damage)
  +		take_damage(damage, BRUTE)
   
   /obj/structure/clockwork/examine(mob/user)
   	if((is_servant_of_ratvar(user) || isobserver(user)) && clockwork_desc)
   		desc = clockwork_desc
   	..()
   	desc = initial(desc)
  +
  +/obj/structure/clockwork/bullet_act(obj/item/projectile/P)
  +	. = ..()
  +	take_damage(P.damage, P.damage_type)
   
   /obj/structure/clockwork/proc/attack_generic(mob/user, damage = 0, damage_type = BRUTE) //used by attack_alien, attack_animal, and attack_slime
   	user.do_attack_animation(src)
  
positive.code: 	qdel(src)
  	return 1
  
  /obj/structure/clockwork/proc/damaged(mob/living/user, amount, damage_type)
  	if(!amount || !damage_type || !damage_type in list(BRUTE, BURN))
  		return 0
  	if(takes_damage)
  
negative.code: 
  /obj/structure/clockwork/attacked_by(obj/item/I, mob/living/user)
  	if(I.force && takes_damage)
  		take_damage(I.force, I.damtype)
  		playsound(src, I.hitsound, 50, 1)
  	return ..()
  
  