anchor.diff:  		var/random_y = rand(0, 72)
   		AT.pixel_y += random_y
   	..()
  +
  +/mob/living/simple_animal/hostile/megafauna/colossus/proc/enrage(mob/living/L)
  +	var/enraged = FALSE
  +	if(ishuman(L))
  +		var/mob/living/carbon/human/H = L
  +		if(H.martial_art && prob(H.martial_art.deflection_chance))
  +			enraged = TRUE
  +
  +	return enraged
   
   /mob/living/simple_animal/hostile/megafauna/colossus/proc/alternating_dir_shots()
   	dir_shots(diagonals)
  
positive.code: 		create_item(item)
  
  //in it's own proc to avoid issues with items that nolonger exist in the code base.
  //try catch doesn't always prevent byond runtimes from halting a proc, 
  /obj/machinery/smartfridge/black_box/proc/create_item(item_type)
  	new item_type(src)
  
  
negative.code: 	P.fire()
  
  /mob/living/simple_animal/hostile/megafauna/colossus/proc/random_shots()
  	var/turf/U = get_turf(src)
  	playsound(U, 'sound/magic/clockwork/invoke_general.ogg', 300, 1, 5)
  	for(var/T in RANGE_TURFS(12, U) - U)
  		if(prob(5))
  			shoot_projectile(T)
  
  /mob/living/simple_animal/hostile/megafauna/colossus/proc/blast()
  	playsound(get_turf(src), 'sound/magic/clockwork/invoke_general.ogg', 200, 1, 2)
  