anchor.diff:  	if(borer.chemicals >= 100)
   		src << "<span class='notice'>We prepare our host for the creation of a new borer.</span>"
   		reproducing = 1
  -		var/list/mob/dead/observer/Bcandidates = pollCandidatesForMob("Do you want to play as a borer?", ROLE_BORER, null, ROLE_BORER, 100) // we use this to FIND candidates. not necessarily use them.
  +		var/list/Bcandidates = pollCandidates("Do you want to play as a borer?", ROLE_BORER, null, ROLE_BORER, 100) // we use this to FIND candidates. not necessarily use them.
   		if(!Bcandidates.len)
   			src << "<span class='usernotice'>Our reproduction system seems to have failed... Perhaps we should try again some other time?</span>"
   			return
  
positive.code: 
  		log_game("[src]/([src.ckey]) has spawned a new borer via reproducing.")
  		var/mob/living/simple_animal/borer/newborer = new(get_turf(src))
  		var/client/B = pick(Bcandidates)
  		newborer.key = B.key
  		reproducing = 0
  	else
  		src << "<span class='warning'>You do not have enough chemicals stored to reproduce.</span>"
  
negative.code: 		src << "<span class='warning'>[H] cannot be infected! Retreating!</span>"
  		return 0
  
  	if(!H.mind.active)
  		src << "<span class='warning'>[H] does not have an active mind.</span>"
  		return 0
  
  	var/unprotected = TRUE
  
  