anchor.diff:  		for(var/obj/item/weapon/grab/G in mob.grabbed_by)
   			if((G.state == 1)&&(!grabbing.Find(G.assailant)))	del(G)
   			if(G.state == 2)
  -				move_delay = world.timeofday + 10
  +				move_delay = world.time + 10
   				if(!prob(25))	return 1
   				mob.visible_message("\red [mob] has broken free of [G.assailant]'s grip!")
   				del(G)
   			if(G.state == 3)
  -				move_delay = world.timeofday + 10
  +				move_delay = world.time + 10
   				if(!prob(5))	return 1
   				mob.visible_message("\red [mob] has broken free of [G.assailant]'s headlock!")
   				del(G)
  
positive.code: 					src << "\blue You're restrained! You can't move!"
  					return 0
  
  		move_delay = world.timeofday//set move delay
  
  		switch(mob.m_intent)
  			if("run")
  
negative.code: 		moving = 1
  		//Something with pulling things
  		if(locate(/obj/item/weapon/grab, mob))
  			move_delay = max(move_delay, world.time + 7)
  			var/list/L = mob.ret_grab()
  			if(istype(L, /list))
  				if(L.len == 2)
  