anchor.diff:  				TARGET = locate(/obj/effect/decal/cleanable) in urange(MAX_RANGE_FIND,src,1)
   			if(targetRange(TARGET) <= 2)
   				M.afterattack(TARGET,src)
  +				sleep(25)
   			else
   				tryWalk(TARGET)
  -
  -/mob/living/carbon/human/interactive/proc/sidestep(obj)
  -	var/shift = 0
  -	for(var/dir in cardinal)
  -		var/turf/T = get_step(src,dir)
  -		if(T)
  -			for(var/obj/A in T.contents)
  -				if(denied_filter(A))
  -					shift = 1
  -			if(T.density)
  -				shift = 1
  -			if(shift)
  -				if(src.dir == NORTH || SOUTH)
  -					var/towalk = pick(EAST,WEST)
  -					walk_to(src,get_step(src,towalk),0,5)
  -				else
  -					var/towalk = pick(NORTH,SOUTH)
  -					walk_to(src,get_step(src,towalk),0,5)
   
   /mob/living/carbon/human/interactive/proc/combat(obj)
   	set background = 1
  
positive.code: 	//ensure we're using the best object possible
  
  	var/obj/item/weapon/best
  
  	for(var/test in src.contents)
  		for(var/a in favoured_types)
  			if(ispath(test,a) && !(doing & FIGHTING)) // if we're not in combat and we find our favourite things, use them (for people like janitor and doctors)
  				best = test
  				return
  
  		if(istype(test,/obj/item/weapon))
  			var/obj/item/weapon/R = test
  			if(R.force > 2) // make sure we don't equip any non-weaponlike items, ie bags and stuff
  				if(!best)
  					best = R
  				else
  					if(best.force < R.force)
  						best = R
  				if(istype(R,/obj/item/weapon/gun))
  					var/obj/item/weapon/gun/G = R
  					if(G.can_shoot())
  						best = R
  						break // gun with ammo? screw the rest
  	if(best)
  		take_to_slot(best,1)
  
  
negative.code: 	set background = 1
  	if(!target)
  		return 0
  
  	if(myPath.len <= 0)
  		myPath = get_path_to(src, get_turf(target), /turf/proc/Distance, MAX_RANGE_FIND + 1, 250,1, id=Path_ID)
  
  	if(myPath)
  		if(myPath.len > 0)
  			doing = doing & ~TRAVEL
  			for(var/i = 0; i < maxStepsTick; ++i)
  				if(myPath.len >= 1)
  					walk_to(src,myPath[1],0,5)
  					myPath -= myPath[1]
  			return 1
  	return 0
  
  