anchor.diff:  			Goto(target,move_to_delay,minimum_distance)
   		if(target)
   			if(targets_from && isturf(targets_from.loc) && target.Adjacent(targets_from)) //If they're next to us, attack
  -				AttackingTarget()
  -				GainPatience()
  +				MeleeAction()
  +			else if(rapid_melee > 1 && target_distance <= melee_queue_distance)
  +				MeleeAction(FALSE)
   			return 1
   		return 0
   	if(environment_smash)
  
positive.code: 		Aggro()
  		return 1
  
  /mob/living/simple_animal/hostile/proc/MoveToTarget(var/list/possible_targets)//Step 5, handle movement between us and our target
  	stop_automated_movement = 1
  	if(!target || !CanAttack(target))
  		LoseTarget()
  
negative.code: 	var/list/friends = list()
  	var/list/emote_taunt = list()
  	var/taunt_chance = 0
  
  	var/rapid_melee = 1			 //Number of melee attacks between each npc pool tick. Spread evenly.
  	var/melee_queue_distance = 4 //If target is close enough start preparing to hit them if we have rapid_melee enabled
  
  	var/ranged_message = "fires" //Fluff text for ranged mobs
  	var/ranged_cooldown = 0 //What the current cooldown on ranged attacks is, generally world.time + ranged_cooldown_time
  