anchor.diff:  	if(phasing)
   		use_power(phasing_energy_drain)
   	if(strafe)
  -		set_dir_mecha(olddir)
  +		setDir(olddir)
   
   
   /obj/vehicle/sealed/mecha/Bump(atom/obstacle)
  
positive.code: 	brain_mob.reset_perspective(src)
  	brain_mob.remote_control = src
  	brain_mob.update_mouse_pointer()
  	set_dir_mecha(dir_in)
  	log_message("[brain_obj] moved in as pilot.", LOG_MECHA)
  	if(!internal_damage)
  		SEND_SOUND(brain_obj, sound('sound/mecha/nominal.ogg',volume=50))
  
negative.code: 	return COMPONENT_BLOCK_LIGHT_EATER
  
  /// Sets the direction of the mecha and all of its occcupents, required for FOV. Alternatively one could make a recursive contents registration and register topmost direction changes in the fov component
  /obj/vehicle/sealed/mecha/setDir(newdir)
  	. = ..()
  	for(var/mob/living/occupant as anything in occupants)
  		occupant.setDir(newdir)
  