anchor.diff:  /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)
  
positive.code: 		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()
  
negative.code: 		return
  
  	var/atom/A = O
  
  	for (var/i = 0, ++i <= 20)
  		if (isturf(A))
  			return A
  