anchor.diff:  /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter/CanPass(atom/movable/mover, turf/target)
   	if(istype(mover, /mob/living/simple_animal/hostile/megafauna/bubblegum))
   		return 1
  -	return 0
  -
  -#undef MEDAL_PREFIX
  +	return 0
positive.code: 	melee_damage_lower = 40
  	melee_damage_upper = 40
  	speed = 1
  	move_to_delay = 10
  	ranged = 1
  	pixel_x = -32
  	del_on_death = 1
  	crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
  	loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
  	var/charging = 0
  	medal_type = BOSS_MEDAL_BUBBLEGUM
  	score_type = BUBBLEGUM_SCORE
  	deathmessage = "sinks into a pool of blood, fleeing the battle. You've won, for now... "
  	deathsound = 'sound/magic/enter_blood.ogg'
  
  	do_footstep = TRUE
  
  /obj/item/gps/internal/bubblegum
  	icon_state = null
  
negative.code: 	desc = "You're not quite sure how a signal can be bloody."
  	invisibility = 100
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
  	. = ..()
  	if(. > 0 && prob(25))
  		var/obj/effect/decal/cleanable/blood/gibs/bubblegum/B = new /obj/effect/decal/cleanable/blood/gibs/bubblegum(loc)
  		if(prob(40))
  			step(B, pick(GLOB.cardinals))
  		else
  			B.setDir(pick(GLOB.cardinals))
  
  /obj/effect/decal/cleanable/blood/gibs/bubblegum
  	name = "thick blood"
  	desc = "Thick, splattered blood."
  	random_icon_states = list("gib3", "gib5", "gib6")
  	bloodiness = 20
  
  /obj/effect/decal/cleanable/blood/gibs/bubblegum/can_bloodcrawl_in()
  	return TRUE
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/OpenFire()
  	anger_modifier = CLAMP(((maxHealth - health)/60),0,20)
  	if(charging)
  		return
  	ranged_cooldown = world.time + 50
  	if(!try_bloodattack())
  		blood_warp()
  
  	if(health > maxHealth * 0.5)
  		if(prob(50 + anger_modifier))
  			charge(delay = 6)
  			charge(delay = 4) // The FitnessGram Pacer Test is a multistage aerobic capacity test that progressively gets more difficult as it continues.
  			charge(delay = 2)
  			SetRecoveryTime(15)
  		else
  			hallucination_charge_around(times = 6, delay = 10 - anger_modifier / 5)
  			SetRecoveryTime(10)
  	else
  		if(prob(50 - anger_modifier))
  			hallucination_charge_around(times = 4, delay = 9)
  			hallucination_charge_around(times = 4, delay = 8)
  			hallucination_charge_around(times = 4, delay = 7)
  			SetRecoveryTime(15)
  		else
  			for(var/i = 1 to 5)
  				INVOKE_ASYNC(src, .proc/hallucination_charge_around, 2, 10, 2, 0)
  				sleep(5)
  			SetRecoveryTime(10)
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/Initialize()
  	. = ..()
  	if(istype(src, /mob/living/simple_animal/hostile/megafauna/bubblegum/hallucination))
  		return
  	for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_living_list)
  		if(B != src)
  			return INITIALIZE_HINT_QDEL //There can be only one
  	var/obj/effect/proc_holder/spell/bloodcrawl/bloodspell = new
  