anchor.diff:  		else
   			E.ChangeState(E.INACTIVE)
   			if(E.origloc)
  -				sleep(E.respawnTime)// + rand(-50,100))////1200
  +
  +				var/time = E.respawnTime + rand(-30, 30)
  +				if(killer && E.level <= killer.level)
  +					time += (E.level - killer.level)
  +				sleep(time)
   				if(E)
   					E.loc = E.origloc
   					E.HP = E.MHP
  
positive.code: 			else
  				open = 0
  		return t
  	Respawn(mob/NPC/Enemies/E)
  		set waitfor = 0
  		if(!E)return
  		if(E.removeoMob)
  
negative.code: 			if(istype(src, /mob/NPC/Enemies))
  				src:Death(killer)
  			src.loc=null
  			Respawn(src, killer)
  
  mob/Player/proc/Auto_Mute(timer=15, reason="spammed")
  	if(mute==0)
  