anchor.diff:  /datum/spacevine_mutation/proc/on_explosion(severity, target, obj/structure/spacevine/holder)
   	return
   
  +/datum/spacevine_mutation/aggressive_spread/proc/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
  +	return
   
   /datum/spacevine_mutation/light
   	name = "light"
  
positive.code: 			if(has_buckled_mobs())
  				break //only capture one mob at a time
  
  
  /obj/structure/spacevine/proc/entangle(mob/living/V)
  	if(!V || isvineimmune(V))
  		return
  
negative.code: 	severity = 3
  	quality = NEGATIVE
  
  /// Checks mobs on spread-target's turf to see if they should be hit by a damaging proc or not.
  /datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target, mob/living)
  	for(var/mob/living/M in target)
  		if(!isvineimmune(M) && M.stat != DEAD) // Don't kill immune creatures. Dead check to prevent log spam when a corpse is trapped between vine eaters.
  			aggrospread_act(holder, M)
  
  /// What happens if an aggr spreading vine buckles a mob.
  /datum/spacevine_mutation/aggressive_spread/on_buckle(obj/structure/spacevine/holder, mob/living/buckled)
  	aggrospread_act(holder, buckled)
  
  /// Hurts mobs. To be used when a vine with aggressive spread mutation spreads into the mob's tile or buckles them.
  /datum/spacevine_mutation/aggressive_spread/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
  	var/mob/living/carbon/C = M //If the mob is carbon then it now also exists as a "C", and not just an M.
  	if(istype(C)) //If the mob (M) is a carbon subtype (C) we move on to pick a more complex damage proc, with damage zones, wounds and armor mitigation.
  		var/obj/item/bodypart/limb = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_HEAD, BODY_ZONE_CHEST) //Picks a random bodypart. Does not runtime even if it's missing.
  		var/armor = C.run_armor_check(limb, "melee", null, null) //armor = the armor value of that randomly chosen bodypart. Nulls to not print a message, because it would still print on pierce.
  		var/datum/spacevine_mutation/thorns/T = locate() in S.mutations //Searches for the thorns mutation in the "mutations"-list inside obj/structure/spacevine, and defines T if it finds it.
  		if(T && (prob(40))) //If we found the thorns mutation there is now a chance to get stung instead of lashed or smashed.
  			C.apply_damage(50, BRUTE, def_zone = limb, wound_bonus = rand(-20,10), sharpness = SHARP_POINTY) //This one gets a bit lower damage because it ignores armor.
  			C.Stun(1 SECONDS) //Stopped in place for a moment.
  			playsound(M, 'sound/weapons/pierce.ogg', 50, TRUE, -1)
  			M.visible_message("<span class='danger'>[M] is nailed by a sharp thorn!</span>", \
  			"<span class='userdanger'>You are nailed by a sharp thorn!</span>")
  			log_combat(S, M, "aggressively pierced") //"Aggressively" for easy ctrl+F'ing in the attack logs.
  		else
  			if(prob(80))
  				C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_EDGED)
  				C.Knockdown(2 SECONDS)
  				playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
  				M.visible_message("<span class='danger'>[M] is lacerated by an outburst of vines!</span>", \
  				"<span class='userdanger'>You are lacerated by an outburst of vines!</span>")
  				log_combat(S, M, "aggressively lacerated")
  			else
  				C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_NONE)
  				C.Knockdown(3 SECONDS)
  				var/atom/throw_target = get_edge_target_turf(C, get_dir(S, get_step_away(C, S)))
  				C.throw_at(throw_target, 3, 6)
  				playsound(M, 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
  				M.visible_message("<span class='danger'>[M] is smashed by a large vine!</span>", \
  				"<span class='userdanger'>You are smashed by a large vine!</span>")
  				log_combat(S, M, "aggressively smashed")
  	else //Living but not a carbon? Maybe a silicon? Can't be wounded so have a big chunk of simple bruteloss with no special effects. They can be entangled.
  		M.adjustBruteLoss(75)
  		playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
  		M.visible_message("<span class='danger'>[M] is brutally threshed by [S]!</span>", \
  		"<span class='userdanger'>You are brutally threshed by [S]!</span>")
  		log_combat(S, M, "aggressively spread into") //You aren't being attacked by the vines. You just happen to stand in their way.
  
  /datum/spacevine_mutation/transparency
  	name = "transparent"
  