anchor.diff:  
   /obj/effect/hallucination/fake_flood/process()
   	if(next_expand <= world.time)
  -		radius += 1
  +		radius++
   		if(radius > FAKE_FLOOD_MAX_RADIUS)
   			qdel(src)
   		Expand()
  
positive.code: 			target << sound(get_sfx("bodyfall"),0,1,0,25)
  			sleep(30)
  			target << sound('sound/weapons/cablecuff.ogg',0,1,0,15)
  	qdel(src)
  
  
  
negative.code: /obj/effect/hallucination/battle/New(loc,var/mob/living/carbon/T)
  	target = T
  	var/hits = rand(3,6)
  	switch(rand(1,5))
  		if(1) //Laser fight
  			for(var/i=0,i<hits,i++)
  				target << sound('sound/weapons/Laser.ogg',0,1,0,25)
  