anchor.diff:  		if((C.name == src.oldtarget_name) && (world.time < src.last_found + 100))
   			continue
   
  -		if(istype(C, /mob/living/carbon/human))
  +		if(istype(C, /mob/living/carbon))
   			src.threatlevel = src.assess_perp(C)
  -		else if((src.idcheck) && (istype(C, /mob/living/carbon/monkey)))
  -			src.threatlevel = 4
   
   		if(!src.threatlevel)
   			continue
  
positive.code: 	var/beacon_freq = 1445		// navigation beacon frequency
  	var/control_freq = 1447		// bot control frequency
  
  
  	var/turf/patrol_target	// this is turf to navigate to (location of beacon)
  	var/new_destination		// pending new destination (waiting for beacon response)
  
negative.code: 
  //If the security records say to arrest them, arrest them
  //Or if they have weapons and aren't security, arrest them.
  /obj/machinery/bot/secbot/proc/assess_perp(mob/living/carbon/perp as mob)
  	var/threatcount = 0
  
  	if(src.emagged == 2) return 10 //Everyone is a criminal!
  
  	if(src.idcheck && !src.allowed(perp))
  
  		if(check_for_weapons(perp.l_hand))
  			threatcount += 4
  		if(check_for_weapons(perp.r_hand))
  			threatcount += 4
  
  	if(istype(perp, /mob/living/carbon/human))
  		var/mob/living/carbon/human/humanperp = perp
  
  		if(src.idcheck && !src.allowed(perp))
  			if(check_for_weapons(humanperp.belt))
  				threatcount += 2
  
  		if(istype(humanperp.head, /obj/item/clothing/head/wizard) || istype(humanperp.head, /obj/item/clothing/head/helmet/space/rig/wizard))
  			threatcount += 2
  
  		if(humanperp.dna && humanperp.dna.mutantrace && humanperp.dna.mutantrace != "none")
  			threatcount += 2
  
  		//Agent cards lower threatlevel.
  		if(humanperp.wear_id && istype(humanperp.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
  			threatcount -= 2
  
  		if(check_records)	//check if they are set to *Arrest* on records
  			var/perpname = humanperp.get_face_name(humanperp.get_id_name())
  			var/datum/data/record/R = find_record("name", perpname, data_core.security)
  			if(R && (R.fields["criminal"] == "*Arrest*"))
  				threatcount += 4
  	else
  		threatcount += 2
  
  	return threatcount
  
  /obj/machinery/bot/secbot/proc/check_for_weapons(var/obj/item/slot_item)
  	if(istype(slot_item, /obj/item/weapon/gun) || istype(slot_item, /obj/item/weapon/melee))
  		if(!(slot_item.type in safe_weapons))
  			return 1
  	return 0
  
  /obj/machinery/bot/secbot/Bump(M as mob|obj) //Leave no door unopened!
  	if((istype(M, /obj/machinery/door)) && (!isnull(src.botcard)))
  