anchor.diff:  
   
   								var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
  -								var/tmp_d = dir
   								for(var/d in dirs)
  -									dir = d
  -									castproj(Type = /obj/projectile/Blood, icon_state = "blood", damage = Dmg + rand(-4,8), name = "Cruor", cd = 0, lag = 1)
  -								dir = tmp_d
  +									castproj(Type = /obj/projectile/Blood, icon_state = "blood", damage = Dmg + rand(-4,8), name = "Cruor", cd = 0, lag = 1, Dir=d)
   								sleep(AttackDelay)
   
   					Attacked(obj/projectile/p)
  
positive.code: 								spawn(rand(30,50)) fired = 0
  
  								var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
  								var/tmp_d = dir
  								var/dmg = round(Dmg * 1.5 + rand(-4,8))
  								for(var/d in dirs)
  									dir = d
  									castproj(icon_state = "snowball", damage = dmg, name = "snowball", cd = 0, lag = 1)
  								dir = tmp_d
  								sleep(AttackDelay)
  					Attacked()
  						..()
  
negative.code: 
  							if(prob(80))
  								var/list/dirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
  								for(var/d in dirs)
  									castproj(icon_state = "fireball", damage = Dmg + rand(-4,8), name = "fire ball", cd = 0, lag = 1,Dir=d)
  								sleep(AttackDelay)
  
  					Attacked(obj/projectile/p)
  