anchor.diff:  		freeze_projectile(A)
   	else
   		return FALSE
  +
  +	into_the_negative_zone(A)
  +
   	return TRUE
   
   /datum/proximity_monitor/advanced/timestop/proc/unfreeze_all()
  
positive.code: 	return ..()
  
  /datum/proximity_monitor/advanced/timestop/proc/unfreeze_projectile(obj/item/projectile/P)
  	frozen_projectiles -= P
  	P.paused = FALSE
  
  
negative.code: 		H.LoseTarget()
  
  /datum/proximity_monitor/advanced/timestop/proc/unfreeze_mob(mob/living/L)
  	escape_the_negative_zone(L)
  	L.AdjustStun(-20, 1, 1)
  	L.anchored = frozen_mobs[L]
  	frozen_mobs -= L
  	if(ishostile(L))
  		var/mob/living/simple_animal/hostile/H = L
  		H.toggle_ai(initial(H.AIStatus))
  
  //you don't look quite right, is something the matter?
  /datum/proximity_monitor/advanced/timestop/proc/into_the_negative_zone(atom/A)
  	A.add_atom_colour(list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1, 1,1,1,0), TEMPORARY_COLOUR_PRIORITY)
  
  //let's put some colour back into your cheeks
  /datum/proximity_monitor/advanced/timestop/proc/escape_the_negative_zone(atom/A)
  	A.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY)