anchor.diff:  
   /mob/living/simple_animal/hostile/megafauna/hierophant/Move()
   	if(!blinking)
  -		var/prevloc = loc
   		. = ..()
  -		if(!stat && .)
  -			var/obj/effect/temp_visual/hierophant/squares/HS = new /obj/effect/temp_visual/hierophant/squares(prevloc)
  -			HS.dir = dir
  -			playsound(loc, 'sound/mecha/mechmove04.ogg', 150, 1, -4)
  -			if(target)
  -				arena_trap(target)
  +
  +/mob/living/simple_animal/hostile/megafauna/hierophant/Moved(oldLoc, movement_dir)
  +	. = ..()
  +	if(!stat && .)
  +		var/obj/effect/temp_visual/hierophant/squares/HS = new(oldLoc)
  +		HS.setDir(movement_dir)
  +		playsound(src, 'sound/mecha/mechmove04.ogg', 150, 1, -4)
  +		if(target)
  +			arena_trap(target)
   
   /mob/living/simple_animal/hostile/megafauna/hierophant/Goto(target, delay, minimum_distance)
   	wander = TRUE
  
positive.code: 	for(var/t in RANGE_TURFS(1, T))
  		new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
  
  /mob/living/simple_animal/hostile/megafauna/hierophant/proc/burst(turf/original) //release a wave of blasts
  	playsound(original,'sound/machines/airlockopen.ogg', 200, 1)
  	var/last_dist = 0
  	for(var/t in spiral_range_turfs(burst_range, original))
  
negative.code: 		var/limb_to_hit = L.get_bodypart(pick("head", "chest", "r_arm", "l_arm", "r_leg", "l_leg"))
  		var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
  		L.apply_damage(damage, BURN, limb_to_hit, armor)
  		if(ishostile(L))
  			var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
  			if(H.stat == CONSCIOUS && !H.target && H.AIStatus != AI_OFF && !H.client)
  				if(!QDELETED(caster))
  					if(get_dist(H, caster) <= H.aggro_vision_range)
  						H.FindTarget(list(caster), 1)
  					else
  						H.Goto(get_turf(caster), H.move_to_delay, 3)
  		if(monster_damage_boost && (ismegafauna(L) || istype(L, /mob/living/simple_animal/hostile/asteroid)))
  			L.adjustBruteLoss(damage)
  		add_logs(caster, L, "struck with a [name]")
  	for(var/obj/mecha/M in T.contents - hit_things) //also damage mechs.
  		hit_things += M
  		if(M.occupant)
  			if(friendly_fire_check && caster && caster.faction_check_mob(M.occupant))
  