anchor.diff:  	return 1 //returning 0 means we successfully broke free
   
   /mob/living/resist_grab(moving_resist)
  -<<<<<<< HEAD
  -	. = 1
  -	if(pulledby.grab_state)
  -		if(prob(30/pulledby.grab_state))
  -			visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
  -			log_combat(pulledby, src, "broke grab")
  -			pulledby.stop_pulling()
  -			return 0
  -=======
   	. = TRUE
   	if(pulledby.grab_state || resting)
   		var/altered_grab_state = pulledby.grab_state
  
positive.code: 				var/obj/effect/proc_holder/spell/spell = S
  				spell.updateButtonIcon()
  
  
  /mob/living/proc/remove_CC(should_update_mobility = TRUE)
  	SetStun(0, FALSE)
  	SetKnockdown(0, FALSE)
  
negative.code: 		if(SOUTH)
  			animate(M, pixel_x = 0, pixel_y = -offset, 3)
  		if(EAST)
  			if(M.lying == 270) //update the dragged dude's direction if we've turned
  				M.lying = 90
  				M.update_transform() //force a transformation update, otherwise it'll take a few ticks for update_mobility() to do so
  				M.lying_prev = M.lying
  			animate(M, pixel_x = offset, pixel_y = 0, 3)
  		if(WEST)
  			if(M.lying == 90)
  				M.lying = 270
  				M.update_transform()
  				M.lying_prev = M.lying
  			animate(M, pixel_x = -offset, pixel_y = 0, 3)
  
  /mob/living/proc/reset_pull_offsets(mob/living/M, override)
  	if(!override && M.buckled)
  		return
  	animate(M, pixel_x = 0, pixel_y = 0, 1)
  
  //mob verbs are a lot faster than object verbs
  