anchor.diff:  
   
   /mob/living/silicon/pai/ex_act(severity, target)
  -	..()
  -
   	switch(severity)
   		if(1.0)
   			if (src.stat != 2)
  
positive.code: 	//ugh fuk u byond types
  	if (istype(AM, /obj/item))
  		var/obj/item/AMI = AM
  		if (prob(min(65, AMI.throwforce*5)))
  			flicker_fade()
  	else
  		if (prob(35))
  			flicker_fade()
  	return
  
  /mob/living/silicon/pai/bullet_act(var/obj/item/projectile/Proj)
  	visible_message("<span class='info'>[Proj] flies clean through [src]'s holographic field, causing it to stutter and warp wildly!")
  	if (Proj.damage >= 25)
  		flicker_fade()
  	else
  		if (prob(85))
  			flicker_fade()
  	return
  
  /mob/living/silicon/pai/proc/flicker_fade(var/dur = 40)
  
negative.code: 	if (!canmove || W.force) return ..()
  	if(!W.force)
  		visible_message("<span class='warning'>[user.name] strikes [src] harmlessly with [W], passing clean through its holographic projection.</span>")
  	if (prob(66))
  		spawn(rand(5, 8))
  			if(stat != 2)
  				flicker_fade(60)
  	return
  
  /mob/living/silicon/pai/attack_hand(mob/user as mob)
  