anchor.diff:  		else
   			E.ChangeState(E.INACTIVE)
   			if(E.origloc)
  -				spawn(E.respawnTime)// + rand(-50,100))////1200
  -					if(E)
  -						E.loc = E.origloc
  -						E.HP = E.MHP
  -						var/active = E.ShouldIBeActive()
  -
  -						if(!active && istype(E.origloc.loc, /area/newareas))
  -							var/area/newareas/a = E.origloc.loc
  -
  -							active = a.region && a.region.active
  -
  -						if(active)
  -							E.alpha = 0
  -							animate(E, alpha = 255, time = 15)
  +				sleep(E.respawnTime)// + rand(-50,100))////1200
  +				if(E)
  +					E.loc = E.origloc
  +					E.HP = E.MHP
  +					var/active = E.ShouldIBeActive()
  +
  +					if(!active && istype(E.origloc.loc, /area/newareas))
  +						var/area/newareas/a = E.origloc.loc
  +
  +						active = a.region && a.region.active
  +
  +					if(active)
  +						E.alpha = 0
  +						animate(E, alpha = 255, time = 15)
   
   			else
   				E.loc = null
  
positive.code: 				open = 0
  		return t
  	Respawn(mob/NPC/Enemies/E)
  		if(!E)return
  		if(E.removeoMob)
  			var/tmpmob = E.removeoMob
  
negative.code: 
  			if(istype(src, /mob/NPC/Enemies))
  				src:Death(killer)
  			src.loc=null
  			Respawn(src)
  
  mob/Player/proc/Auto_Mute(timer=15, reason="spammed")
  