anchor.diff:  							if((A.temperature > 270) && (A.temperature < 360))//Not too hot, not too cold
   								var/pressure = A.return_pressure()
   								if((pressure > 20) && (pressure < 550))//Account for crushing pressure or vaccuums
  -									if(ishuman(target))//If we're getting rid of a human, slap some zipties on them to keep them away from us a little longer
  -										var/obj/item/weapon/restraints/handcuffs/cable/zipties/Z = new /obj/item/weapon/restraints/handcuffs/cable/zipties(src)
  +									if(ishuman(target))//If we're getting rid of a human, slap some energy cuffs on them to keep them away from us a little longer
  +										var/obj/item/weapon/restraints/handcuffs/energy/used/Z = new /obj/item/weapon/restraints/handcuffs/energy/used(src)
   										var/mob/living/carbon/human/H = target
   										Z.apply_cuffs(H, src)
   									do_teleport(target, F, 0)
  
positive.code: 	if(!A.Adjacent(src))
  		return
  	A.swarmer_act(src)
  	return
  
  /atom/proc/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
  	S.DisIntegrate(src)
  
negative.code: 	..()
  
  ////CTRL CLICK FOR SWARMERS AND SWARMER_ACT()'S////
  /mob/living/simple_animal/hostile/swarmer/AttackingTarget()
  	if(!isliving(target))
  		target.swarmer_act(src)
  	else
  		..()
  
  /mob/living/simple_animal/hostile/swarmer/CtrlClickOn(atom/A)
  	face_atom(A)
  	if(!isturf(loc))
  