anchor.diff: +#define MEDAL_PREFIX "Bubblegum"
  +
   /*
   
   BUBBLEGUM
  
positive.code: 	del_on_death = 1
  	crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
  	loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
  	blood_volume = BLOOD_VOLUME_MAXIMUM //BLEED FOR ME
  	var/charging = FALSE
  	medal_type = BOSS_MEDAL_BUBBLEGUM
  	score_type = BUBBLEGUM_SCORE
  	deathmessage = "sinks into a pool of blood, fleeing the battle. You've won, for now... "
  
negative.code: 		forceMove(get_turf(found_bloodpool))
  		playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
  		visible_message("<span class='danger'>And springs back out!</span>")
  
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_spray()
  	visible_message("<span class='danger'>[src] sprays a stream of gore!</span>")
  	var/turf/E = get_edge_target_turf(src, src.dir)
  	var/range = 10
  	var/turf/previousturf = get_turf(src)
  	for(var/turf/J in getline(src,E))
  		if(!range)
  			break
  		new /obj/effect/temp_visual/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
  		if(!previousturf.CanAtmosPass(J))
  			break
  		playsound(J,'sound/effects/splat.ogg', 100, 1, -1)
  		new /obj/effect/decal/cleanable/blood(J)
  		range--
  		previousturf = J
  		sleep(1)
  
  /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/slaughterlings()
  	visible_message("<span class='danger'>[src] summons a shoal of slaughterlings!</span>")
  	for(var/obj/effect/decal/cleanable/blood/H in range(src, 10))
  		if(prob(25))
  			new /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter(H.loc)
  
  /mob/living/simple_animal/hostile/asteroid/hivelordbrood/slaughter
  	name = "slaughterling"
  