anchor.diff:  		src << "<span class='warning'>[H] cannot be infected! Retreating!</span>"
   		return 0
   
  -	/*if(!H.mind.active)
  +	if(!H.mind.active)
   		src << "<span class='warning'>[H] does not have an active mind.</span>"
  -		return 0*/
  +		return 0
   
   	var/unprotected = TRUE
   
  
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: 	if(borer.chemicals >= 100)
  		src << "<span class='notice'>We prepare our host for the creation of a new borer.</span>"
  		reproducing = 1
  		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
  