anchor.diff:  	// Give nightvision
   	see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
   
  -/mob/living/simple_animal/hostile/statue/Move(NewLoc)
  +/mob/living/simple_animal/hostile/statue/Move(var/turf/NewLoc)
   	if(can_be_seen(NewLoc))
   		if(client)
   			src << "<span class='warning'>You cannot move, there are eyes on you!</span>"
   		return 0
   	return ..()
  +
  +/mob/living/simple_animal/hostile/statue/Life()
  +	..()
  +	if(target) // If we have a target
  +		var/mob/watching = can_be_seen()
  +		// If they're not our target
  +		if(watching && watching != target)
  +			// This one is closer.
  +			if(get_dist(watching, src) > get_dist(target, src))
  +				LoseTarget()
  +				GiveTarget(watching)
   
   /mob/living/simple_animal/hostile/statue/AttackingTarget()
   	if(!can_be_seen())
  
positive.code: 	// This loop will, at most, loop twice.
  	for(var/atom/check in check_list)
  		for(var/mob/living/M in viewers(world.view + 1, check))
  			if(M.client && !istype(M, type))
  				if(!M.blinded && !(sdisabilities & BLIND))
  					return 1
  	return 0
  
  // Cannot talk
  
  /mob/living/simple_animal/hostile/statue/say()
  	return 0
  
  // Statue powers
  
  
negative.code: 	minbodytemp = 0
  
  	faction = "statue"
  	move_to_delay = 0 // Very fast
  
  	animate_movement = NO_STEPS // Do not animate movement, you jump around as you're a scary statue.
  
  	see_in_dark = 13
  	vision_range = 12
  	aggro_vision_range = 12
  	idle_vision_range = 12
  
  	search_objects = 1 // So that it can see through walls
  
  