anchor.diff:  		A.GiveTarget(target)
   		A.friends = friends
   		A.faction = faction.Copy()
  +		if(!A.istype(/mob/living/simple_animal/hostile/poison/bees/toxin))
  +			A.my_creator = type
   		ranged_cooldown = world.time + ranged_cooldown_time
   
   /mob/living/simple_animal/hostile/asteroid/hivelord/AttackingTarget()
  
positive.code: 	density = FALSE
  	del_on_death = 1
  	var/swarming = FALSE
  
  /mob/living/simple_animal/hostile/asteroid/hivelordbrood/Initialize()
  	. = ..()
  
negative.code: 
  /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/proc/infest(mob/living/carbon/human/H)
  	visible_message("<span class='warning'>[name] burrows into the flesh of [H]!</span>")
  	var/mob/living/simple_animal/hostile/asteroid/hivelord/legion/L = check_infest_type(H)
  	visible_message("<span class='warning'>[L] staggers to [L.p_their()] feet!</span>")
  	H.death()
  	H.adjustBruteLoss(1000)
  	L.stored_mob = H
  	H.forceMove(L)
  	qdel(src)
  
  /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/proc/check_infest_type(mob/living/carbon/human)
  	var/mob/living/simple_animal/hostile/asteroid/hivelord/legion/L
  	var/list/blacklisted_types = list(/mob/living/simple_animal/hostile/asteroid/hivelord/legion/dwarf)
  	if(HAS_TRAIT(human, TRAIT_DWARF)) //dwarf legions aren't just fluff!
  		L = new /mob/living/simple_animal/hostile/asteroid/hivelord/legion/dwarf(human.loc)
  	else if(my_creator)
  		if(my_creator in blacklisted_types)
  			L = new(human.loc)
  		else
  			L = new my_creator(human.loc)
  	else
  		L = new(human.loc)
  	return L
  
  //Advanced Legion is slightly tougher to kill and can raise corpses (revive other legions)
  /mob/living/simple_animal/hostile/asteroid/hivelord/legion/advanced
  