anchor.diff:  			if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
   				movement_target = null
   				stop_automated_movement = 0
  -			if( !movement_target || !(movement_target.loc in oview(src, 5)) )
  +			if( !movement_target || !(movement_target.loc in oview(src, 3)) )
   				movement_target = null
   				stop_automated_movement = 0
  -				for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,5))
  +				for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
   					if(isturf(S.loc) || ishuman(S.loc))
   						movement_target = S
   						break
  
positive.code: 					dir = i
  					sleep(1)
  
  /mob/living/simple_animal/corgi/AdmiralPoof
  	name = "Poof"
  	real_name = "Poof"	//Intended to hold the name without altering it.
  	desc = "It's Poof, what else do you need to know?"
  	var/turns_since_scan = 0
  	var/obj/movement_target
  	response_help  = "pets"
  	response_disarm = "gently pushes aside"
  	response_harm   = "kicks"
  	icon_state = "poof"
  	icon_living = "poof"
  	icon_dead = "poof_dead"
  	speak = list("YAP","Woof!","Bark!","AUUUUUU")
  	speak_emote = list("barks", "woofs", "growls")
  	emote_hear = list("barks","woofs","yaps")
  	emote_see = list("shakes it's head", "shivers")
  	speak_chance = 1
  	turns_per_move = 5
  	meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi/poof
  	meat_amount = 2
  
  /mob/living/simple_animal/corgi/AdmiralPoof/Life()
  	..()
  
  	//Feeding, chasing food, FOOOOODDDD
  	if(alive && !resting && !buckled)
  		turns_since_scan++
  		if(turns_since_scan > 5)
  			turns_since_scan = 0
  			if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
  				movement_target = null
  				stop_automated_movement = 0
  			if( !movement_target || !(movement_target.loc in oview(src, 3)) )
  				movement_target = null
  				stop_automated_movement = 0
  				for(var/mob/living/simple_animal/corgi/Ian/I in oview(src,3))
  					if(isturf(I.loc) || ishuman(I.loc))
  						movement_target = I
  						break
  			if(movement_target)
  				stop_automated_movement = 1
  				step_to(src,movement_target,1)
  				sleep(3)
  				step_to(src,movement_target,1)
  				sleep(3)
  				step_to(src,movement_target,1)
  
  				if(movement_target)		//Not redundant due to sleeps, Item can be gone in 6 decisecomds
  					if (movement_target.loc.x < src.x)
  						dir = WEST
  					else if (movement_target.loc.x > src.x)
  						dir = EAST
  					else if (movement_target.loc.y < src.y)
  						dir = SOUTH
  					else if (movement_target.loc.y > src.y)
  						dir = NORTH
  					else
  						dir = SOUTH
  
  				if(isturf(movement_target.loc) )
  					movement_target.attack_animal(src)
  				else if(ishuman(movement_target.loc) )
  					if(prob(20))
  						emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
  
  		if(prob(1))
  			emote("dances around authoritatively")
  			spawn(0)
  				for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
  					dir = i
  					sleep(1)
  
  /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
  	name = "Corgi meat"
  	desc = "Tastes like... well you know..."
  /obj/item/weapon/reagent_containers/food/snacks/meat/corgi/poof
  	name = "Dachshund meat"
  	desc = "Tastes like... well you know..."
negative.code: 					movement_target.attack_animal(src)
  				else if(ishuman(movement_target.loc) )
  					if(prob(20))
  						emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
  
  		if(prob(1))
  			emote("dances around")
  