anchor.diff:  /mob/living/simple_animal/hostile/handle_automated_action()
   	if(AIStatus == AI_OFF)
   		return 0
  -	if(ranged)
  -		ranged_cooldown--
   	var/list/possible_targets = ListTargets() //we look around for potential targets and make it a list for later use.
   
   	if(environment_smash)
  
positive.code: 
  /mob/living/simple_animal/hostile/Life()
  	. = ..()
  	if(!.) //dead
  		walk(src, 0) //stops walking
  		return 0
  
negative.code: 				. = 0
  
  /mob/living/simple_animal/hostile/proc/AIShouldSleep(var/list/possible_targets)
  	return !FindTarget(possible_targets, 1)
  