anchor.diff:  	speak_emote = list("groans")
   	emote_see = list("groans")
   	a_intent = "harm"
  -	maxHealth = 180
  -	health = 180
  +	maxHealth = 120
  +	health = 120
   	speed = 2
   	harm_intent_damage = 8
   	melee_damage_lower = 20
  
positive.code: 			playsound(src.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
  			var/obj/machinery/door/airlock/A = target
  			removingairlock = 1
  			if(do_after(src, 250, 0, A, 1))
  				playsound(src.loc, 'sound/hallucinations/far_noise.ogg', 50, 1)
  				var/obj/structure/door_assembly/door = new A.doortype(get_turf(A))
  				door.density = 0
  
negative.code: 		qdel(src)
  		return
  	src << "<span class='userdanger'>You're down, but not quite out. You'll be back on your feet within a minute or two.</span>"
  	spawn(rand(300,400))
  		if(src)
  			visible_message("<span class='danger'>[src] staggers to their feet!</span>")
  			revive(full_heal = 1)
  