anchor.diff:  		if(dist > last_dist)
   			last_dist = dist
   			sleep(1 + min(burst_range - last_dist, 12) * spread_speed) //gets faster as it gets further out
  -		new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
  +		new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE, hit_mobs)
   
   /mob/living/simple_animal/hostile/megafauna/hierophant/AltClickOn(atom/A) //player control handler(don't give this to a player holy fuck)
   	if(!istype(A) || get_dist(A, src) <= 2)
  
positive.code: /mob/living/simple_animal/hostile/megafauna/hierophant/proc/burst(turf/original, spread_speed = 0.5) //release a wave of blasts
  	playsound(original,'sound/machines/airlockopen.ogg', 200, 1)
  	var/last_dist = 0
  	for(var/t in spiral_range_turfs(burst_range, original))
  		var/turf/T = t
  		if(!T)
  
negative.code: 	var/friendly_fire_check = FALSE
  	var/bursting = FALSE //if we're bursting and need to hit anyone crossing us
  
  /obj/effect/temp_visual/hierophant/blast/Initialize(mapload, new_caster, friendly_fire, list/only_hit_once)
  	. = ..()
  	if(only_hit_once)
  		hit_things = only_hit_once
  	friendly_fire_check = friendly_fire
  	if(new_caster)
  		hit_things += new_caster
  