anchor.diff:  		if(max_i<=0)
   			return
   	var/Me = pickweight(meteortypes)
  -	var/obj/effect/meteor/M = new Me(pickedstart)
  +	var/obj/effect/meteor/M = new Me(pickedstart, pickedgoal)
   	M.dest = pickedgoal
   	M.z_original = M.z
  -	spawn(0)
  -		walk_towards(M, M.dest, 1)
   
   /proc/spaceDebrisStartLoc(startSide, Z)
   	var/starty
  
positive.code: 	walk(src,0) //this cancels the walk_towards() proc
  	. = ..()
  
  /obj/effect/meteor/New()
  	..()
  	GLOB.meteor_list += src
  	SSaugury.register_doom(src, threat)
  	SpinAnimation()
  	QDEL_IN(src, lifetime)
  
  /obj/effect/meteor/Collide(atom/A)
  	if(A)
  
negative.code: 	for(var/throws = dropamt, throws > 0, throws--)
  		var/thing_to_spawn = pick(meteordrop)
  		new thing_to_spawn(get_turf(src))
  
  /obj/effect/meteor/proc/chase_target(atom/chasing, delay = 1)
  	set waitfor = FALSE
  	if(chasing)
  		walk_towards(src, chasing, delay)
  
  /obj/effect/meteor/proc/meteor_effect()
  	if(heavy)
  