anchor.diff:  			state   = INACTIVE
   
   		Attacked(obj/projectile/p)
  +			if(!isplayer(p.owner)) return
  +			if(!origloc && p.owner && p.owner.loc.loc != loc.loc) return
  +
   			..()
   			if(prizePoolSize > 1 && p.owner && p.damage && HP > 0)
   				if(!damage) damage = list()
  
positive.code: 				SetSize(rand(10,20) / 10)
  
  			Attack()
  				var/p = 15
  				for(var/mob/Enemies/m in orange(1, src))
  					p += 20
  
negative.code: 					MoveDelay   = 2
  					AttackDelay = 2
  					ChangeState(state)
  					reset = 1
  				..()
  				if(reset)
  					Dmg        -= 1200
  					level       = initial(level)
  					MoveDelay   = initial(MoveDelay)
  					AttackDelay = initial(AttackDelay)
  					ChangeState(state)
  
  			Death(mob/Player/killer)
  				..()
  