anchor.diff:  
   		walk_away(src, parrot_interest, 1, parrot_speed-parrot_been_shot)
   		parrot_been_shot--
  -		//Check to see if the parrot is stuck due to things like windows or doors or windowdoors
  -		if(parrot_lastmove)
  -			if(parrot_lastmove == src.loc)
  -				if(parrot_stuck_threshold >= ++parrot_stuck) //If it has been stuck for a while, go back to wander.
  -					parrot_state = PARROT_WANDER
  -					parrot_stuck = 0
  -					parrot_lastmove = null
  -					return
  -			else
  -				parrot_lastmove = null
  -		else
  -			parrot_lastmove = src.loc
  +		if(isStuck()) return
  +
   		return
   
   //-----ATTACKING
  
positive.code: 			return
  
  		walk_to(src, parrot_interest, 1, parrot_speed)
  		//Check to see if the parrot is stuck due to things like windows or doors or windowdoors
  		if(parrot_lastmove)
  			if(parrot_lastmove == src.loc)
  				if(parrot_stuck_threshold >= ++parrot_stuck) //If it has been stuck for a while, go back to wander.
  					parrot_state = PARROT_WANDER
  					parrot_stuck = 0
  					parrot_lastmove = null
  					return
  			else
  				parrot_lastmove = null
  		else
  			parrot_lastmove = src.loc
  
  		return
  
  
negative.code: 		//Otherwise, fly towards the mob!
  		else
  			walk_to(src, parrot_interest, 1, parrot_speed)
  			if(isStuck()) return
  
  		return
  //-----STATE MISHAP
  	else //This should not happen. If it does lets reset everything and try again
  