anchor.diff:  		return pick(/area/hallway,/area/crew_quarters)
   
   /mob/living/carbon/human/interactive/proc/target_filter(target)
  +	var/list/filtered_targets = list(/area, /turf, /obj/machinery/door, /atom/movable/light, /obj/structure/cable, /obj/machinery/atmospherics)
   	var/list/L = target
   	for(var/atom/A in target) // added a bunch of "junk" that clogs up the general find procs
  -		if(istype(A,/area) || istype(A,/turf) || istype(A,/obj/machinery/door) || istype(A,/atom/movable/light) || istype(A,/obj/structure/cable) || istype(A,/obj/machinery/atmospherics))
  +		if(is_type_in_list(A,filtered_targets))
   			L -= A
   	return L
   
  
positive.code: 						if(Adjacent(TARGET))
  							M.attack_hand(src)
  			timeout++
  		else if(timeout >= 10 || M.health <= 1 || !(targetRange(M) > 14))
  			doing = doing & ~FIGHTING
  			timeout = 0
  			TARGET = null
  
negative.code: 		var/obj/item/organ/limb/head/L = locate(/obj/item/organ/limb/head) in organs
  		qdel(L)
  		organs += new /obj/item/organ/limb/robot/head
  	for(var/LIMB in organs)
  		var/obj/item/organ/limb/L = LIMB
  		L.owner = src
  	update_icons()
  	update_damage_overlays(0)
  	update_augments()
  