anchor.diff:  		if(prob(chance))
   			step(AM, pick(alldirs))
   		chance = max(chance - (initial_chance / steps), 0)
  -		steps--
  -<<<<<<< HEAD
  -=======
  -
  -/proc/living_player_count()
  -	var/living_player_count = 0
  -	for(var/mob in player_list)
  -		if(mob in living_mob_list)
  -			living_player_count += 1
  -	return living_player_count
  -
  -/proc/randomColor(var/mode = 0)	//if 1 it doesn't pick white, black or gray
  -	switch(mode)
  -		if(0)
  -			return pick("white","black","gray","red","green","blue","brown","yellow","orange","darkred",
  -						"crimson","lime","darkgreen","cyan","navy","teal","purple","indigo")
  -		if(1)
  -			return pick("red","green","blue","brown","yellow","orange","darkred","crimson",
  -						"lime","darkgreen","cyan","navy","teal","purple","indigo")
  -		else
  -			return "white"
  ->>>>>>> 7bd2fad... Adds getPixelDistance()
  +		steps--
positive.code: 		return
  
  	var/atom/A = O
  
  	for (var/i = 0, ++i <= 20)
  		if (isturf(A))
  			return A
  
negative.code: /proc/getPixelDistance(var/atom/A, var/atom/B)
  	if(!istype(A)||!istype(B))
  		return 0
  
  	var/_x1 = A.x
  	var/_x2 = B.x
  	var/_y1 = A.y
  	var/_y2 = B.y
  
  	//Ensure _x1 is bigger, simplicity
  	if(_x2 > _x1)
  		var/tx = _x1
  		_x1 = _x2
  		_x2 = tx
  
  	//Ensure _y1 is bigger, simplicity
  	if(_y2 > _y1)
  		var/ty = _y1
  		_y1 = _y2
  		_y2 = ty
  
  	//DY/DX
  	var/dx = _x1 - _x2 + A.pixel_x + B.pixel_x
  	var/dy = _y1 - _y2 + A.pixel_y + B.pixel_y
  
  	//Distance check
  	if(dx == 0 && dy == 0) //No distance, don't bother calculating
  		return 0
  
  	. = sqrt(((dx**2) + (dy**2)))
  
  
  /proc/get(atom/loc, type)
  	while(loc)
  