anchor.diff:  		if(target)
   			if(targets_from && isturf(targets_from.loc) && target.Adjacent(targets_from)) //If they're next to us, attack
   				MeleeAction()
  -			else if(rapid_melee > 1 && target_distance <= melee_queue_distance)
  -				MeleeAction(FALSE)
  +			else 
  +				if(rapid_melee > 1 && target_distance <= melee_queue_distance)
  +					MeleeAction(FALSE)
  +				in_melee = FALSE //If we're just preparing to strike do not enter sidestep mode
   			return 1
   		return 0
   	if(environment_smash)
  
positive.code: 
  /mob/living/simple_animal/hostile/proc/LoseTarget()
  	target = null
  	walk(src, 0)
  	LoseAggro()
  
  
negative.code: 	obj_damage = 40
  	environment_smash = ENVIRONMENT_SMASH_STRUCTURES //Bitflags. Set to ENVIRONMENT_SMASH_STRUCTURES to break closets,tables,racks, etc; ENVIRONMENT_SMASH_WALLS for walls; ENVIRONMENT_SMASH_RWALLS for rwalls
  	var/atom/target
  	var/ranged = FALSE
  	var/rapid = 0 //How many shots per volley.
  	var/rapid_fire_delay = 2 //Time between rapid fire shots
  
  	var/dodging = FALSE
  	var/approaching_target = FALSE //We should dodge now
  	var/in_melee = FALSE	//We should sidestep now
  	var/dodge_prob = 30
  	var/sidestep_per_cycle = 1 //How many sidesteps per npcpool cycle when in melee
  
  	var/projectiletype	//set ONLY it and NULLIFY casingtype var, if we have ONLY projectile
  	var/projectilesound
  	var/casingtype		//set ONLY it and NULLIFY projectiletype, if we have projectile IN CASING
  