anchor.diff:  			sleep(20)
   			jaunt_reappear(animation, target)
   			sleep(5)
  -			if(!target.Move(mobloc))
  +			if(mobloc.density)
   				for(var/direction in list(1,2,4,8,5,6,9,10))
   					var/turf/T = get_step(mobloc, direction)
   					if(T)
  
positive.code: 	for(var/mob/living/target in targets)
  		target.notransform = 1 //protects the mob from being transformed (replaced) midjaunt and getting stuck in bluespace
  		spawn(0)
  			var/mobloc = get_turf(target.loc)
  			var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( mobloc )
  			var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
  			animation.name = "water"
  
negative.code: 			target.notransform=0 //mob is safely inside holder now, no need for protection.
  			jaunt_steam(mobloc)
  			sleep(jaunt_duration)
  			if(target.loc != holder) //mob warped out of the warp
  				qdel(holder)
  				return
  			mobloc = get_turf(target.loc)
  			animation.loc = mobloc
  			jaunt_steam(mobloc)
  