anchor.diff:  	//These vars store their preffered perch and if they dont have one, what they can use as a perch
   	var/obj/parrot_perch = null
   	var/obj/desired_perches = list(/obj/structure/computerframe, 	/obj/structure/displaycase, \
  -									/obj/structure/closet, 			/obj/structure/filingcabinet, \
  +									/obj/structure/filingcabinet,	/obj/machinery/teleport, \
   									/obj/machinery/computer,		/obj/machinery/clonepod, \
   									/obj/machinery/dna_scanner,		/obj/machinery/dna_scannernew, \
   									/obj/machinery/nuclearbomb,		/obj/machinery/particle_accelerator, \
   									/obj/machinery/recharge_station,	/obj/machinery/smartfridge, \
  -									/obj/machinery/suit_storage_unit,	/obj/machinery/telecomms, \
  -									/obj/machinery/teleport)
  +									/obj/machinery/suit_storage_unit,	/obj/machinery/telecomms)
   
   	//Parrots are kleptomaniacs. This variable ... stores the item a parrot is holding.
   	var/obj/item/held_item = null
  
positive.code: 			return
  
  		if(in_range(src, parrot_interest))
  			if(isliving(parrot_interest))
  				steal_from_mob()
  			else
  				steal_from_ground()
  
  			parrot_interest = null
  			parrot_state = PARROT_SWOOP | PARROT_RETURN
  
negative.code: 	var/parrot_sleep_dur = 25 //Same as above, this is the var that physically counts down
  	var/parrot_dam_zone = list("chest", "head", "l_arm", "l_leg", "r_arm", "r_leg") //For humans, select a bodypart to attack
  
  	var/parrot_speed = 5 //"Delay in world ticks between movement." according to byond. Yeah, that's BS but it does directly affect movement. Higher number = slower.
  	var/parrot_been_shot = 0 //Parrots get a speed bonus after being shot. This will deincrement every Life() and at 0 the parrot will return to regular speed.
  
  	var/list/speech_buffer = list()
  