anchor.diff:  	blood_warp()
   	charge()
   
  -/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/triple_charge()
  -	charge()
  -	charge()
  -	charge()
  -
  -/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge()
  +/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge(bonus_charges)
   	var/turf/T = get_turf(target)
   	if(!T || T == loc)
   		return
  
positive.code: 	DA.color = "#FF0000"
  	var/oldtransform = DA.transform
  	DA.transform = matrix()*2
  	animate(DA, alpha = 255, color = initial(DA.color), transform = oldtransform, time = 5)
  	sleep(5)
  	qdel(DA)
  
  	var/obj/effect/decal/cleanable/blood/found_bloodpool
  
negative.code: 	walk(src, 0)
  	setDir(get_dir(src, T))
  	var/obj/effect/overlay/temp/decoy/D = new /obj/effect/overlay/temp/decoy(loc,src)
  	animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 3)
  	sleep(3)
  	throw_at(T, get_dist(src, T), 0.5, src, 0, callback = CALLBACK(src, .charge_end, bonus_charges))
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/charge_end(bonus_charges)
  	charging = 0
  	try_bloodattack()
  	if(target)
  		if(bonus_charges)
  			charge(bonus_charges--)
  		else
  			Goto(target, move_to_delay, minimum_distance)
  
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/Bump(atom/A)
  