anchor.diff:  	var/chattyness = CHANCE_TALK
   	var/targetInterestShift = 10 // how much a good action should "reward" the npc
   	//modules
  -	var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter")
  +	var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter","healpeople")
   
   //botPool funcs
   /mob/living/carbon/human/interactive/proc/takeDelegate(mob/living/carbon/human/interactive/from,doReset=TRUE)
  
positive.code: 	//ensure we're using the best object possible
  
  	var/obj/item/weapon/best
  
  	for(var/test in src.contents)
  		for(var/a in favoured_types)
  			if(ispath(test,a) && !(doing & FIGHTING)) // if we're not in combat and we find our favourite things, use them (for people like janitor and doctors)
  				best = test
  				return
  
  		if(istype(test,/obj/item/weapon))
  			var/obj/item/weapon/R = test
  			if(R.force > 2) // make sure we don't equip any non-weaponlike items, ie bags and stuff
  				if(!best)
  					best = R
  				else
  					if(best.force < R.force)
  						best = R
  				if(istype(R,/obj/item/weapon/gun))
  					var/obj/item/weapon/gun/G = R
  					if(G.can_shoot())
  						best = R
  						break // gun with ammo? screw the rest
  	if(best)
  		take_to_slot(best,1)
  
  
negative.code: 			//i'm crowded, time to leave
  			TARGET = pick(target_filter(urange(MAX_RANGE_FIND,src,1)))
  		else
  			var/choice = rand(1,50)
  			switch(choice)
  				if(1 to 10)
  					//chance to chase an item
  					TARGET = locate(/obj/item) in favouredObjIn(oview(MIN_RANGE_FIND,src))
  				if(11 to 21)
  					TARGET = safepick(get_area_turfs(job2area(myjob)))
  				if(22 to 41)
  					TARGET = pick(target_filter(favouredObjIn(urange(MAX_RANGE_FIND,src,1))))
  				if(42 to 50)
  					TARGET = pick(target_filter(oview(MIN_RANGE_FIND,src)))
  		tryWalk(TARGET)
  	LAST_TARGET = TARGET
  
  