anchor.diff:  	walk(src,0) //this cancels the walk_towards() proc
   	. = ..()
   
  -/obj/effect/meteor/New()
  -	..()
  +/obj/effect/meteor/Initialize(mapload, target)
  +	. = ..()
   	GLOB.meteor_list += src
   	SSaugury.register_doom(src, threat)
   	SpinAnimation()
   	QDEL_IN(src, lifetime)
  +	chase_target(target)
   
   /obj/effect/meteor/Collide(atom/A)
   	if(A)
  
positive.code: 	for(var/throws = dropamt, throws > 0, throws--)
  		var/thing_to_spawn = pick(meteordrop)
  		new thing_to_spawn(get_turf(src))
  
  /obj/effect/meteor/proc/meteor_effect()
  	if(heavy)
  
negative.code: 		if(max_i<=0)
  			return
  	var/Me = pickweight(meteortypes)
  	var/obj/effect/meteor/M = new Me(pickedstart, pickedgoal)
  	M.dest = pickedgoal
  	M.z_original = M.z
  
  /proc/spaceDebrisStartLoc(startSide, Z)
  	var/starty
  