anchor.diff:  			melee_damage_lower = 2 + I.force
   			melee_damage_upper = 2 + I.force
   			move_to_delay = 2 * I.w_class + 1
  +			if(istype(O, /obj/item/device))
  +				is_electronic = 1
   
   		maxHealth = health
   		if(creator)
  
positive.code: 		icon_living = icon_state
  		overlays = O.overlays
  
  		if(istype(O, /obj/structure) || istype(O, /obj/machinery))
  			health = (anchored * 50) + 50
  			destroy_objects = 1
  			if(O.density && O.anchored)
  
negative.code: 	ghostize()
  	qdel(src)
  
  /mob/living/simple_animal/hostile/mimic/emp_act(severity)
  	if(is_electronic)
  		switch(severity)
  			if(1)
  				Die()
  			if(2)
  				adjustBruteLoss(50)
  	..()
  
  //
  // Crate Mimic
  