anchor.diff:  				pixel_y = pixel_y_offset
   			else
   				animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
  -
  +			old_pixel_x = pixel_x_offset
  +			old_pixel_y = pixel_y_offset
  +			
   			if(original && (original.layer>=2.75) || ismob(original))
   				if(loc == get_turf(original))
   					if(!(original in permutated))
  
positive.code: 
  			var/Pixel_x=round((sin(Angle)+16*sin(Angle)*2), 1)	//round() is a floor operation when only one argument is supplied, we don't want that here
  			var/Pixel_y=round((cos(Angle)+16*cos(Angle)*2), 1)
  			var/pixel_x_offset = pixel_x + Pixel_x
  			var/pixel_y_offset = pixel_y + Pixel_y
  			var/new_x = x
  			var/new_y = y
  
  			while(pixel_x_offset > 16)
  				pixel_x_offset -= 32
  				pixel_x -= 32
  				new_x++// x++
  			while(pixel_x_offset < -16)
  				pixel_x_offset += 32
  				pixel_x += 32
  				new_x--
  
  			while(pixel_y_offset > 16)
  				pixel_y_offset -= 32
  				pixel_y -= 32
  				new_y++
  			while(pixel_y_offset < -16)
  				pixel_y_offset += 32
  				pixel_y += 32
  				new_y--
  
  			step_towards(src, locate(new_x, new_y, z))
  			next_run += max(world.tick_lag, speed)
  			var/delay = next_run - world.time
  
negative.code: 		return
  	if(setAngle)
  		Angle = setAngle
  	var/old_pixel_x = pixel_x
  	var/old_pixel_y = pixel_y
  	if(!legacy) //new projectiles
  		set waitfor = 0
  		var/next_run = world.time
  