anchor.diff:  				return FALSE //To avoid reflection chance double-dipping with block chance
   		. = ..()
   		if(.)
  -			playsound(src, 'sound/weapons/parry.ogg', 100, 1)
   			if(illusions > 0)
  +				playsound(src, 'sound/weapons/parry.ogg', 100, 1)
   				illusions--
   				addtimer(CALLBACK(src, /obj/item/shield/mirror.proc/readd), 450)
   				if(prob(60))
  
positive.code: 					E.Copy_Parent(owner, 70, 10)
  					E.GiveTarget(owner)
  					E.Goto(owner, owner.movement_delay(), E.minimum_distance)
  			return TRUE
  	else
  		if(prob(50))
  			var/mob/living/simple_animal/hostile/illusion/H = new(owner.loc)
  
negative.code: 	w_class = WEIGHT_CLASS_BULKY
  	attack_verb = list("bumped", "prodded")
  	hitsound = 'sound/weapons/smash.ogg'
  	var/illusions = 5
  
  /obj/item/shield/mirror/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  	if(iscultist(owner))
  