anchor.diff:  					movement_target.attack_animal(src)
   				else if(ishuman(movement_target.loc) )
   					if(prob(20))
  -						emote("stares at the [movement_target] that [movement_target.loc] has with an angry dog-face")
  +						emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
   
   		if(prob(1))
   			emote("dances around")
  
positive.code: 			if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
  				movement_target = null
  				stop_automated_movement = 0
  			if( !movement_target || !(movement_target.loc in oview(src, 5)) )
  				movement_target = null
  				stop_automated_movement = 0
  				for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,5))
  					if(isturf(S.loc) || ishuman(S.loc))
  						movement_target = S
  						break
  
negative.code: 	else
  		..()
  
  //IAN! SQUEEEEEEEEE~
  /mob/living/simple_animal/corgi/Ian
  	name = "Ian"
  