anchor.diff:  
   /mob/living/simple_animal/hostile/Life()
   	. = ..()
  +	if(ranged)
  +		ranged_cooldown--
   	if(!.) //dead
   		walk(src, 0) //stops walking
   		return 0
  
positive.code: /mob/living/simple_animal/hostile/handle_automated_action()
  	if(AIStatus == AI_OFF)
  		return 0
  	if(ranged)
  		ranged_cooldown--
  	var/list/possible_targets = ListTargets() //we look around for potential targets and make it a list for later use.
  
  	if(environment_smash)
  
negative.code: 				. = 0
  
  /mob/living/simple_animal/hostile/proc/AIShouldSleep(var/list/possible_targets)
  	return !FindTarget(possible_targets, 1)
  