anchor.diff:  	name = "AI malfunction"
   	config_tag = "malfunction"
   	antag_flag = BE_MALF
  -	required_players = 20
  +	required_players = 1 //20
   	required_enemies = 1
   	recommended_enemies = 1
   	pre_setup_before_jobs = 1
  
positive.code: 		world << "<FONT size = 3><B>Human Victory</B></FONT>"
  		world << "<B>The AI has been destroyed!</B> The staff is victorious."
  
  	else if (!station_captured && !malf_dead && !station_was_nuked && crew_evacuated)
  		feedback_set_details("round_end_result","halfwin - evacuated")
  		world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
  		world << "<B>The Corporation has lost [station_name()]! All survived personnel will be fired!</B>"
  
  	else if (!station_captured && !malf_dead && !station_was_nuked && !crew_evacuated)
  		feedback_set_details("round_end_result","halfwin - interrupted")
  
negative.code: 	return
  
  /datum/game_mode/malfunction/process(seconds)
  	var/timer_paused
  
  	for(var/datum/mind/AI_mind in malf_ai)
  		if(timer_paused)
  			return
  		if(AI_mind.current.loc.z == ZLEVEL_STATION || AI_mind.current.onCentcom())
  			return
  		timer_paused = 1
  		priority_announce("Hostile runtimes within station systems now inactive. Possible relocation of AI core(s) off-station.", "Anomaly Alert", 'sound/AI/attention.ogg')
  
  	for(var/datum/mind/AI_mind in malf_ai)
  		if(!timer_paused)
  			return
  		if(AI_mind.current.loc != ZLEVEL_STATION)
  			return
  		timer_paused = 0
  		priority_announce("Hostile runtime activity resumed. AI core(s) presumably on-station once more.", "Anomaly Alert", 'sound/AI/attention.ogg')
  
  	if ((apcs > 0) && malf_mode_declared && !timer_paused)
  		AI_win_timeleft -= apcs * seconds	//Victory timer de-increments based on how many APCs are hacked
  	..()
  	if (AI_win_timeleft<=0)
  