anchor.diff:  			proc
   				getStateLag(var/i_State)
   					if(state == WANDER)   return 15
  -					if(state == SEARCH)   return 15
  +					if(state == SEARCH)   return 10
   					if(state == HOSTILE)  return max(MoveDelay, 1)
   					if(state == CONTROLLED) return 12
   					return 1
  
positive.code: 					Snowman
  						icon = 'Snowman.dmi'
  						name = "The Evil Snowman"
  						HPmodifier = 10
  						DMGmodifier = 0.5
  						layer = 5
  						MoveDelay = 3
  						AttackDelay = 2
  
negative.code: 
  						transform *= 3
  
  						spawn(2) origloc = null
  				New()
  					..()
  					icon_state = "eye[rand(1,2)]"
  