anchor.diff:  	. = ..()
   	if(!ratvar_awakens && amount > 0) //if ratvar is up we ignore movement delay
   		if(movement_delay_time > world.time)
  -			movement_delay_time = movement_delay_time + amount*3
  +			movement_delay_time = movement_delay_time + amount*2.5
   		else
  -			movement_delay_time = world.time + amount*3
  +			movement_delay_time = world.time + amount*2.5
   
   /mob/living/simple_animal/hostile/clockwork/fragment/updatehealth()
   	..()
  
positive.code: /mob/living/simple_animal/hostile/clockwork/fragment/death(gibbed)
  	visible_message("<span class='warning'>[src]'s flame jets cut out as it falls to the floor with a tremendous crash.</span>", \
  	"<span class='userdanger'>Your gears seize up. Your flame jets flicker out. Your soul vessel belches smoke as you helplessly crash down.</span>")
  	..(TRUE)
  	return 1
  
  /mob/living/simple_animal/hostile/clockwork/fragment/Process_Spacemove(movement_dir = 0)
  	return 1
  
negative.code: 		src << "<span class='warning'>You don't have a host!</span>"
  		verbs -= /mob/living/simple_animal/hostile/clockwork/marauder/verb/try_emerge
  		return 0
  	var/resulthealth = round((host.health / host.maxHealth) * 100, 0.5)
  	if(iscarbon(host))
  		resulthealth = round((abs(config.health_threshold_dead - host.health) / abs(config.health_threshold_dead - host.maxHealth)) * 100)
  	if(!ratvar_awakens && host.stat != DEAD && resulthealth > 60) //if above 20 health, fails
  		src << "<span class='warning'>Your host must be at 60% or less health to emerge like this!</span>"
  		return
  