anchor.diff:  					Range = 20
   					HPmodifier = 1.3
   					DMGmodifier = 0.7
  +					canBleed = FALSE
   					var/tmp/obj/Shadow/s
   
   					Death()
  
positive.code: 
  mob/NPC/Enemies/Summoned/Zombie
  	DMGmodifier = 2
  	HPmodifier  = 4
  	MoveDelay   = 2
  	AttackDelay = 1
  
  	New(Loc, mob/Player/p, obj/corpse/c)
  		..()
  
  		appearance = c.appearance
  		level      = p.level + rand(0, 50)
  		extraDmg   = round((p.extraDef + p.clothDef)/2 + p.extraDmg + p.clothDmg)
  
  	MapInit()
  		set waitfor = 0
  
negative.code: 
  						Attacked(obj/projectile/p)
  							if(p.owner && isplayer(p.owner) && p.owner.loc.loc == loc.loc)
  								if(MoveDelay == 2 && prob(50))
  									MoveDelay = 1
  									ChangeState(state)
  									spawn(rand(40, 60))
  										MoveDelay = 2
  										ChangeState(state)
  
  