anchor.diff:  		..()
   
   /mob/living/simple_animal/hostile/statue/DestroySurroundings()
  -	if(!can_be_seen())
  +	if(!can_be_seen(get_turf(loc)))
   		..()
   
   /mob/living/simple_animal/hostile/statue/face_atom()
  -	if(!can_be_seen())
  +	if(!can_be_seen(get_turf(loc)))
   		..()
   
   /mob/living/simple_animal/hostile/statue/proc/can_be_seen(var/turf/destination)
  
positive.code: 	// Check for darkness
  	var/turf/T = get_turf(loc)
  	if(T && destination)
  		// Don't check it twice if our destination is the tile we are on or we can't even get to our destination
  		if(T == destination)
  			destination = null
  		else if(!T.lighting_lumcount && !destination.lighting_lumcount) // No one can see us in the darkness, right?
  			return null
  
  	// We aren't in darkness, loop for viewers.
  	var/list/check_list = list(src)
  
negative.code: 				GiveTarget(watching)
  
  /mob/living/simple_animal/hostile/statue/AttackingTarget()
  	if(can_be_seen(get_turf(loc)))
  		if(client)
  			src << "<span class='warning'>You cannot attack, there are eyes on you!</span>"
  			return
  