anchor.diff:  /client/Move(new_loc, direct)
   	if(world.time < move_delay) //do not move anything ahead of this check please
   		return FALSE
  -	else
  -		next_move_dir_add = 0
  -		next_move_dir_sub = 0
  +	next_move_dir_add = 0
  +	next_move_dir_sub = 0
  +
   	var/old_move_delay = move_delay
   	move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
   	if(!mob || !mob.loc)
  
positive.code: 		else
  			mob.control_object.forceMove(get_step(mob.control_object,direct))
  
  #define MOVEMENT_DELAY_BUFFER 0.75
  #define MOVEMENT_DELAY_BUFFER_DELTA 1.25
  
  /**
   * Move a client in a direction
   *
  
negative.code: 	//We are now going to move
  	var/add_delay = mob.cached_multiplicative_slowdown
  	mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * ( (NSCOMPONENT(direct) && EWCOMPONENT(direct)) ? SQRT_2 : 1 ) )) // set it now in case of pulled objects
  	//If the move was recent, count using old_move_delay
  	//We want fractional behavior and all
  	if(old_move_delay + world.tick_lag > world.time)
  		//Yes this makes smooth movement stutter if add_delay is too fractional
  		//Yes this is better then the alternative
  		move_delay = old_move_delay
  	else
  		move_delay = world.time
  