anchor.diff:  			var/dirn = pick(dirs)
   			dirs.Remove(dirn)
   			T = get_step(src, dirn)
  -			if(!(locate(/obj/effect/blob) in T))	break
  -			else	T = null
  -
  -	if(!T)	return 0
  -	//We can keep the above code in this proc, it probably works fine?
  -	//new blob code with less BS:
  +			if(!(locate(/obj/effect/blob) in T))
  +				break
  +			else
  +				T = null
  +	if(!T)
  +		return 0
   	var/Blob_spawnable = 1
   	if(istype(T, /turf/space) && prob(65))
   		Blob_spawnable = 0
   		playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Let's give some feedback that we DID try to spawn in space, since players are used to it
   	for(var/atom/A in T)
  -		if(A.density) // Unless density is 0, don't spawn a blob
  +		if(A.density) //Unless density is 0, don't spawn a blob
   			Blob_spawnable = 0
   		A.blob_act() //Hit everything
   	if(T.density) //Check for walls and such dense turfs
  
positive.code: 	var/list/dirs = list(1,2,4,8)
  	dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
  	for(var/i = 1 to 4)
  		if(!dirs.len)	break
  		var/dirn = pick(dirs)
  		dirs.Remove(dirn)
  		var/turf/T = get_step(src, dirn)
  
negative.code: 
  
  /obj/effect/blob/CanPass(atom/movable/mover, turf/target, height=0)
  	if(height==0)
  		return 1
  	if(istype(mover) && mover.checkpass(PASSBLOB))
  		return 1
  	return 0
  
  
  