anchor.diff:  	melee_damage_lower = 10
   	melee_damage_upper = 10
   	attacktext = "attacks"
  +	attack_sound = 'sound/items/bikehorn.ogg'
   
   	min_oxy = 5
   	max_oxy = 0
  
positive.code: 		switch(stance)
  			if(CLOWN_STANCE_IDLE)
  				if (src.hostile == 0) return
  				stop_automated_movement = 0
  				stance_step++
  				if(stance_step > 5)
  					stance_step = 0
  					for( var/mob/living/L in viewers(7,src) )
  						if(isclown(L)) continue
  						if(!L.stat)
  							emote("honks menacingly at [L]")
  							stance = CLOWN_STANCE_ATTACK
  							target_mob = L
  							break
  
  			if(CLOWN_STANCE_ATTACK)	//This one should only be active for one tick
  				stop_automated_movement = 1
  				if(!target_mob || target_mob.stat)
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
  				if(target_mob in viewers(7,src))
  					walk_to(src, target_mob, 1, 3)
  					stance = CLOWN_STANCE_ATTACKING
  					stance_step = 0
  
  			if(CLOWN_STANCE_ATTACKING)
  				stop_automated_movement = 1
  				stance_step++
  				if(!target_mob || target_mob.stat)
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 3 //Make it very alert, so it quickly attacks again if a mob returns
  					target_mob = null
  					return
  				if(!(target_mob in viewers(7,src)))
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 1
  					target_mob = null
  					return
  				if(get_dist(src, target_mob) <= 1)	//Attacking
  
negative.code: 	speak = list("HONK", "Honk!", "Welcome to clown planet!")
  	emote_see = list("honks")
  	speak_chance = 1
  	a_intent = "harm"
  	stop_automated_movement_when_pulled = 0
  	maxHealth = 75
  	health = 75
  