anchor.diff:  					TARGET = M
   				if(!M)
   					doing = doing & ~FIGHTING
  +
  +	//no infighting
  +	if(retal)
  +		if(retal_target)
  +			if(retal_target.faction == src.faction)
  +				if(prob(FUZZY_CHANCE_HIGH+FUZZY_CHANCE_LOW))	//high chance to forgive
  +					retal = 0
  +					retal_target = null
  +					TARGET = null
  +					doing = 0
   
   	//ensure we're using the best object possible
   
  
positive.code: 					STR.attackby(W, src)
  				else
  					STR.attack_hand(src)
  		interest = interest + 10
  		doing = doing & ~INTERACTING
  		timeout = 0
  		TARGET = null
  
negative.code: 	var/graytide = 0
  	var/list/favoured_types = list() // allow a mob to favour a type, and hold onto them
  	var/chattyness = CHANCE_TALK
  	var/targetInterestShift = 10 // how much a good action should "reward" the npc
  	//modules
  	var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter")
  
  