anchor.diff:  		if(NORTH)
   			P.yo = 20
   			P.xo = 0
  +		if(NORTHEAST)
  +			P.yo = 20
  +			P.xo = 20
   		if(EAST)
   			P.yo = 0
   			P.xo = 20
  +		if(SOUTHEAST)
  +			P.yo = -20
  +			P.xo = 20
   		if(WEST)
   			P.yo = 0
  +			P.xo = -20
  +		if(SOUTHWEST)
  +			P.yo = -20
  +			P.xo = -20
  +		if(NORTHWEST)
  +			P.yo = 20
   			P.xo = -20
   		else // Any other
   			P.yo = -20
  
positive.code: 
  /obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
  	playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
  	for(var/obj/item/I in buckled_mob.held_items)
  		if(istype(I, /obj/item/weapon/turret_control))
  			qdel(I)
  
negative.code: /obj/item/weapon/turret_control/afterattack(atom/targeted_atom, mob/user)
  	..()
  	var/obj/machinery/power/emitter/E = user.buckled
  	E.dir = get_dir(E,targeted_atom)
  	user.dir = E.dir
  	switch(E.dir)
  		if(NORTH)
  			E.layer = 3.9
  			user.pixel_x = 0
  			user.pixel_y = -14
  		if(NORTHEAST)
  			E.layer = 3.9
  			user.pixel_x = -8
  			user.pixel_y = -12
  		if(EAST)
  			E.layer = 4.1
  			user.pixel_x = -14
  			user.pixel_y = 0
  		if(SOUTHEAST)
  			E.layer = 3.9
  			user.pixel_x = -8
  			user.pixel_y = 12
  		if(SOUTH)
  			E.layer = 4.1
  			user.pixel_x = 0
  			user.pixel_y = 14
  		if(SOUTHWEST)
  			E.layer = 3.9
  			user.pixel_x = 8
  			user.pixel_y = 12
  		if(WEST)
  			E.layer = 4.1
  			user.pixel_x = 14
  			user.pixel_y = 0
  		if(NORTHWEST)
  			E.layer = 3.9
  			user.pixel_x = 8
  			user.pixel_y = -12
  
  	if(E.charge >= 10 && world.time > delay)
  		E.charge -= 10
  		E.target = targeted_atom
  