anchor.diff:  	var/hostile = 0
   
   	var/stance = CLOWN_STANCE_IDLE	//Used to determine behavior
  -	var/stance_step = 0				//Used to delay checks depending on what stance the clown is in
   	var/mob/living/target_mob
   
   /mob/living/simple_animal/clown/Life()
  
positive.code: 		if(istype(Z, /mob/living/simple_animal/clown))
  			var/mob/living/simple_animal/clown/C = Z
  			C.hostile = 1
  	return 0
negative.code: 	melee_damage_lower = 10
  	melee_damage_upper = 10
  	attacktext = "attacks"
  	attack_sound = 'sound/items/bikehorn.ogg'
  
  	min_oxy = 5
  	max_oxy = 0
  