anchor.diff:  	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(33))
  +	if (prob(66))
   		spawn(rand(5, 8))
   			if(stat != 2)
  -				flicker_fade()
  +				flicker_fade(60)
   	return
   
   /mob/living/silicon/pai/attack_hand(mob/user as mob)
  
positive.code: 			if (src.stat != 2)
  				adjustBruteLoss(15)
  
  
  	if (prob((120/severity+1)) && src.loc != card)
  		src << "<span class='danger'><b>A warning chime fires at the back of your consciousness process, heralding the unexpected shutdown of your holographic emitter. You're defenseless!</b></span>"
  		close_up()
  	return
  
  /mob/living/silicon/pai/attack_animal(mob/living/simple_animal/M as mob)
  
negative.code: 	//ugh fuk u byond types
  	if (istype(AM, /obj/item))
  		var/obj/item/AMI = AM
  		if (prob(min(85, AMI.throwforce*5)))
  			flicker_fade()
  	else
  		if (prob(55))
  			flicker_fade()
  	return
  
  /mob/living/silicon/pai/bullet_act(var/obj/item/projectile/Proj)
  	visible_message("<span class='info'>[Proj] tears cleanly through [src]'s holographic field, distorting its image horribly!!")
  	if (Proj.damage >= 25)
  		flicker_fade(0)
  		adjustBruteLoss(rand(5, 25))
  	else
  		if (prob(85))
  			flicker_fade(20)
  	return
  
  /mob/living/silicon/pai/proc/flicker_fade(var/dur = 40)
  