anchor.diff:  			DMGmodifier = 3
   			MoveDelay = 3
   			AttackDelay = 1
  -			Range = 16
  +			Range = 24
   			respawnTime = 6000
   
   			prizePoolSize = 2
  
positive.code: 				new /obj/corpse(loc, src)
  
  			var/rate        = 1
  			var/rate_factor = DropRateModifier
  
  			if(killer.House == worldData.housecupwinner)
  				rate += 0.25
  
negative.code: 
  				if(state != 0)
  					switch(state)
  						if(WANDER)
  							lag    = 10
  							target = null
  						if(SEARCH)
  							lag = 10
  						if(HOSTILE)
  							lag = max(MoveDelay, 1)
  						if(CONTROLLED)
  							target = null
  							lag = 12
  
  					glide_size = 32/lag
  
  					state()
  				else
  					target = null
  					if(loc && origloc && origloc.loc != loc.loc)
  						loc = origloc
  
  			Search()
  				step_rand(src)
  