anchor.diff:  	for(var/throws = dropamt, throws > 0, throws--)
   		var/thing_to_spawn = pick(meteordrop)
   		new thing_to_spawn(get_turf(src))
  +
  +/obj/effect/meteor/proc/chase_target(atom/chasing, delay = 1)
  +	set waitfor = FALSE
  +	if(chasing)
  +		walk_towards(src, chasing, delay)
   
   /obj/effect/meteor/proc/meteor_effect()
   	if(heavy)
  
positive.code: 	walk(src,0) //this cancels the walk_towards() proc
  	. = ..()
  
  /obj/effect/meteor/New()
  	..()
  	GLOB.meteor_list += src
  	SSaugury.register_doom(src, threat)
  	SpinAnimation()
  	QDEL_IN(src, lifetime)
  
  /obj/effect/meteor/Collide(atom/A)
  	if(A)
  
negative.code: 		if(max_i<=0)
  			return
  	var/Me = pickweight(meteortypes)
  	var/obj/effect/meteor/M = new Me(pickedstart, pickedgoal)
  	M.dest = pickedgoal
  	M.z_original = M.z
  
  /proc/spaceDebrisStartLoc(startSide, Z)
  	var/starty
  