anchor.diff:  	var/list/dirs = list(1,2,4,8)
   	dirs.Remove(origin_dir)//Dont pulse the guy who pulsed us
   	for(var/i = 1 to 4)
  -		if(!dirs.len)	break
  +		if(!dirs.len)
  +			break
   		var/dirn = pick(dirs)
   		dirs.Remove(dirn)
   		var/turf/T = get_step(src, dirn)
  
positive.code: 			var/dirn = pick(dirs)
  			dirs.Remove(dirn)
  			T = get_step(src, dirn)
  			if(!(locate(/obj/effect/blob) in T))	break
  			else	T = null
  
  	if(!T)	return 0
  	//We can keep the above code in this proc, it probably works fine?
  	//new blob code with less BS:
  	var/Blob_spawnable = 1
  	if(istype(T, /turf/space) && prob(65))
  		Blob_spawnable = 0
  		playsound(src.loc, 'sound/effects/splat.ogg', 50, 1) //Let's give some feedback that we DID try to spawn in space, since players are used to it
  	for(var/atom/A in T)
  		if(A.density) // Unless density is 0, don't spawn a blob
  			Blob_spawnable = 0
  		A.blob_act() //Hit everything
  	if(T.density) //Check for walls and such dense turfs
  
negative.code: 
  
  /obj/effect/blob/CanPass(atom/movable/mover, turf/target, height=0)
  	if(height==0)
  		return 1
  	if(istype(mover) && mover.checkpass(PASSBLOB))
  		return 1
  	return 0
  
  
  