anchor.diff:  		var/turf/T = get_step(src, move_dir)
   		if(can_move(T))
   			loc = T
  +			for(var/mob/living/carbon/C in loc)
  +				dust_mobs(C)
   
   
   /obj/singularity/energy_ball/proc/handle_energy()
  -
   	if(energy >= energy_to_raise)
   		energy_to_lower = energy_to_raise - 20
   		energy_to_raise = energy_to_raise * 1.25
   
   		playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30)
  -		spawn(100)
  -			if (!loc)
  -				return
  -			var/obj/singularity/energy_ball/EB = new(loc)
  -
  -			EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7)
  -			var/icon/I = icon(icon,icon_state,dir)
  -
  -			var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8)
  -			orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25)
  -
  -			EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
  -
  +		addtimer(src, "new_mini_ball", 100)
   
   	else if(energy < energy_to_lower && orbiting_balls.len)
   		energy_to_raise = energy_to_raise / 1.25
  
positive.code: 
  	else if(orbiting_balls.len)
  		dissipate() //sing code has a much better system.
  
  /obj/singularity/energy_ball/Bump(atom/A)
  	dust_mobs(A)
  
negative.code: 	if(istype(A, /mob/living/carbon))
  		var/mob/living/carbon/C = A
  		C.dust()
  
  /proc/tesla_zap(var/atom/source, zap_range = 3, power)
  	. = source.dir
  