anchor.diff:  
   /mob/living/simple_animal/hostile/Die()
   	LoseAggro()
  -	mouse_opacity = 1
   	..()
   	walk(src, 0)
   
  
positive.code: 		EscapeConfinement()
  		for(var/dir in cardinal)
  			var/turf/T = get_step(src, dir)
  			if(istype(T, /turf/simulated/wall))
  				T.attack_animal(src)
  			for(var/atom/A in T)
  				if(istype(A, /obj/structure/window) || istype(A, /obj/structure/closet) || istype(A, /obj/structure/table) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/rack))
  					A.attack_animal(src)
  	return
  
negative.code: /mob/living/simple_animal/hostile
  	faction = "hostile"
  	stop_automated_movement_when_pulled = 0
  	environment_smash = 1 //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
  	var/stance = HOSTILE_STANCE_IDLE	//Used to determine behavior
  