anchor.diff:  
   
   /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_warp()
  -//	if(blood_warp_cooldown > world.time)
  -//		return
   	var/found_bloodpool = FALSE
   	for(var/obj/effect/decal/cleanable/blood/nearby in view(src,2))
   		found_bloodpool = TRUE
  
positive.code: 	weather_immunities = list("lava","ash")
  	speak_emote = list("gurgles")
  	armour_penetration = 40
  	melee_damage_lower = 30
  	melee_damage_upper = 30
  	speed = 1
  	move_to_delay = 10
  	ranged = 1
  
negative.code: 
  /mob/living/simple_animal/hostile/megafauna/bubblegum/Life()
  	..()
  	move_to_delay = Clamp(round((health/maxHealth) * 10), 5, 10)
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/OpenFire()
  