anchor.diff:  
   	//We are now going to move
   	moving = 1
  -	move_delay = mob.movement_delay() + world.time
  +	var/delay = mob.movement_delay()
  +	if (old_move_delay + (delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
  +		move_delay = old_move_delay + delay
  +	else
  +		move_delay = delay + world.time
   
   	if(mob.confused)
   		if(mob.confused > 40)
  
positive.code: 			mob.control_object.loc = get_step(mob.control_object,direct)
  	return
  
  
  /client/Move(n, direct)
  	if(world.time < move_delay)
  		return 0
  	move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick
  	if(!mob || !mob.loc)
  		return 0
  
negative.code: 	. = ..()
  	for(var/obj/O in contents)
  		O.on_mob_turn(newDir, src)
  
  
  ///Process_Grab()
  ///Called by client/Move()
  