anchor.diff:  	duration = 100
   	smooth = SMOOTH_TRUE
   
  -/obj/effect/temp_visual/hierophant/wall/Initialize(mapload, new_caster)
  +/obj/effect/temp_visual/hierophant/wall/Initialize(mapload, new_caste r)
   	. = ..()
   	queue_smooth_neighbors(src)
   	queue_smooth(src)
  
positive.code: 		if(dist > last_dist)
  			last_dist = dist
  			sleep(1 + min(burst_range - last_dist, 12) * spread_speed) //gets faster as it gets further out
  		new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
  
  /mob/living/simple_animal/hostile/megafauna/hierophant/AltClickOn(atom/A) //player control handler(don't give this to a player holy fuck)
  	if(!istype(A) || get_dist(A, src) <= 2)
  
negative.code: /mob/living/simple_animal/hostile/megafauna/hierophant/proc/burst(turf/original, spread_speed = 0.5) //release a wave of blasts
  	playsound(original,'sound/machines/airlockopen.ogg', 200, 1)
  	var/last_dist = 0
  	var/list/hit_mobs = list()		//don't hit people multiple times.
  	for(var/t in spiral_range_turfs(burst_range, original))
  		var/turf/T = t
  		if(!T)
  