anchor.diff:  		var/obj/item/organ/limb/head/L = locate(/obj/item/organ/limb/head) in organs
   		qdel(L)
   		organs += new /obj/item/organ/limb/robot/head
  -	for(var/obj/item/organ/limb/LIMB in organs)
  -		LIMB.owner = src
  +	for(var/LIMB in organs)
  +		var/obj/item/organ/limb/L = LIMB
  +		L.owner = src
   	update_icons()
   	update_damage_overlays(0)
   	update_augments()
  
positive.code: 		return pick(/area/hallway,/area/crew_quarters)
  
  /mob/living/carbon/human/interactive/proc/target_filter(target)
  	var/list/L = target
  	for(var/atom/A in target) // added a bunch of "junk" that clogs up the general find procs
  		if(istype(A,/area) || istype(A,/turf) || istype(A,/obj/machinery/door) || istype(A,/atom/movable/light) || istype(A,/obj/structure/cable) || istype(A,/obj/machinery/atmospherics))
  			L -= A
  	return L
  
  
negative.code: 						if(Adjacent(TARGET))
  							M.attack_hand(src)
  			timeout++
  		else if(timeout >= 10 || !(targetRange(M) > 14))
  			doing = doing & ~FIGHTING
  			timeout = 0
  			TARGET = null
  