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: 	maxHealth = 25000
  	health = 25000
  
  	harm_intent_damage = 40
  	melee_damage_lower = 38
  	melee_damage_upper = 43
  	attacktext = "claws"
  	attack_sound = 'sound/hallucinations/growl1.ogg'
  
  
negative.code: 	..()
  
  /mob/living/simple_animal/hostile/statue/proc/can_be_seen(var/turf/destination)
  	// Check for darkness
  	var/turf/T = get_turf(loc)
  	if(T && destination)
  		// Don't check it twice if our destination is the tile we are on or we can't even get to our destination
  		if(T == destination)
  			destination = null
  		else if(!T.lighting_lumcount && !destination.lighting_lumcount) // No one can see us in the darkness, right?
  			return null
  
  	// We aren't in darkness, loop for viewers.
  	var/list/check_list = list(src)
  