anchor.diff:  	melee_damage_lower = 10
   	melee_damage_upper = 10
   	attacktext = "attacks"
  +	attack_sound = 'sound/items/bikehorn.ogg'
   
   	min_oxy = 5
   	max_oxy = 0
  
positive.code: 		switch(stance)
  			if(CLOWN_STANCE_IDLE)
  				if (src.hostile == 0) return
  				stop_automated_movement = 0
  				stance_step++
  				if(stance_step > 5)
  					stance_step = 0
  					for( var/mob/living/L in viewers(7,src) )
  						if(isclown(L)) continue
  						if(!L.stat)
  							emote("honks menacingly at [L]")
  							stance = CLOWN_STANCE_ATTACK
  							target_mob = L
  							break
  
  			if(CLOWN_STANCE_ATTACK)	//This one should only be active for one tick
  				stop_automated_movement = 1
  				if(!target_mob || target_mob.stat)
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
  				if(target_mob in viewers(7,src))
  					walk_to(src, target_mob, 1, 3)
  					stance = CLOWN_STANCE_ATTACKING
  					stance_step = 0
  
  			if(CLOWN_STANCE_ATTACKING)
  				stop_automated_movement = 1
  				stance_step++
  				if(!target_mob || target_mob.stat)
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 3 //Make it very alert, so it quickly attacks again if a mob returns
  					target_mob = null
  					return
  				if(!(target_mob in viewers(7,src)))
  					stance = CLOWN_STANCE_IDLE
  					stance_step = 1
  					target_mob = null
  					return
  				if(get_dist(src, target_mob) <= 1)	//Attacking
  
negative.code: 		if(istype(Z, /mob/living/simple_animal/clown))
  			var/mob/living/simple_animal/clown/C = Z
  			C.hostile = 1
  	return 0
  
  /mob/living/simple_animal/clown/Bump(atom/movable/AM as mob|obj, yes)
  
  	spawn( 0 )
  		if ((!( yes ) || now_pushing))
  			return
  		now_pushing = 1
  		if(ismob(AM))
  			var/mob/tmob = AM
  			if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
  				if(prob(50))
  					src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
  					now_pushing = 0
  					return
  			if(tmob.nopush)
  				now_pushing = 0
  				return
  
  			tmob.LAssailant = src
  		now_pushing = 0
  		..()
  		if (!( istype(AM, /atom/movable) ))
  			return
  		if (!( now_pushing ))
  			now_pushing = 1
  			if (!( AM.anchored ))
  				var/t = get_dir(src, AM)
  				if (istype(AM, /obj/structure/window))
  					if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
  						for(var/obj/structure/window/win in get_step(AM,t))
  							now_pushing = 0
  							return
  				step(AM, t)
  			now_pushing = null
  		return
  	return