anchor.diff:  				living_crosser.Paralyze(100)
   			qdel(src)
   	return ..()
  -	
  +
   /obj/structure/swarmer/blockade
   	name = "swarmer blockade"
   	desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
   	icon_state = "barricade"
   	light_range = MINIMUM_USEFUL_LIGHT_RANGE
   	max_integrity = 50
  -	
  +
   /obj/structure/swarmer/blockade/CanAllowThrough(atom/movable/O)
   	. = ..()
   	if(isswarmer(O))
   		return TRUE
   	if(istype(O, /obj/item/projectile/beam/disabler))
   		return TRUE
  -	
  +
   /obj/effect/temp_visual/swarmer //temporary swarmer visual feedback objects
   	icon = 'icons/mob/swarmer.dmi'
   	layer = BELOW_MOB_LAYER
  
positive.code: 	var/mob/living/simple_animal/hostile/swarmer/newswarmer = new /mob/living/simple_animal/hostile/swarmer(src)
  	newswarmer.key = user.key
  	addtimer(CALLBACK(src, .proc/release_swarmer, newswarmer), 30 SECONDS)
  	to_chat(newswarmer, "<b>SWARMER CONSTURCTION INITIALIZED.  TIME TO COMPLETION: 30 SECONDS</b>")
  	processing_swarmer = TRUE
  	return TRUE
  
  
negative.code: 		to_chat(user, "<b>A swarmer is currently being created.  Try again soon.</b>")
  		return
  	que_swarmer(user)
  
  /**
    * Interaction when a ghost interacts with a swarmer beacon
    *
  