anchor.diff:  					MoveDelay   = 2
   					AttackDelay = 2
   					ChangeState(state)
  +					reset = 1
   				..()
  -				Dmg        -= 1200
  -				level       = initial(level)
  -				MoveDelay   = initial(MoveDelay)
  -				AttackDelay = initial(AttackDelay)
  -				ChangeState(state)
  +				if(reset)
  +					Dmg        -= 1200
  +					level       = initial(level)
  +					MoveDelay   = initial(MoveDelay)
  +					AttackDelay = initial(AttackDelay)
  +					ChangeState(state)
   
   			Death(mob/Player/killer)
   				..()
  
positive.code: 				SetSize(rand(10,20) / 10)
  
  			Attack()
  				var/p = 15
  				for(var/mob/Enemies/m in orange(1, src))
  					p += 20
  
negative.code: 			state   = INACTIVE
  
  		Attacked(obj/projectile/p)
  			if(!isplayer(p.owner)) return
  			if(!origloc && p.owner && p.owner.loc.loc != loc.loc) return
  
  			..()
  			if(prizePoolSize > 1 && p.owner && p.damage && HP > 0)
  				if(!damage) damage = list()
  