anchor.diff:  				HP = MHP
   //NEWMONSTERS
   			proc/Death(mob/Player/killer)
  +				if(state == INACTIVE) return
  +				state = INACTIVE
  +
   				var/rate = 1
   
   				if(killer.House == housecupwinner)
  
positive.code: 
  				if(prize)
  
  					if(prizePoolSize > 1 && damage)
  						if(!(killer.ckey in damage) || damage[killer.ckey] < damageReq)
  							damage[killer.ckey] = damageReq
  
  						bubblesort_by_value(damage)
  
  						var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
  						for(var/i = min(prizePoolSize, damage.len) to 1 step -1)
  							if(damage[damage[i]] < damageReq) break
  
  							var/obj/items/item = new prize (loc)
  
negative.code: 
  			Attacked(obj/projectile/p)
  				..()
  				if(prizePoolSize > 1 && p.owner && p.damage && HP > 0)
  					if(!damage) damage = list()
  
  					var/perc = (p.damage / MHP) * 100
  