anchor.diff:  	//We are now going to move
   	var/add_delay = mob.cached_multiplicative_slowdown
   	mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * ( (NSCOMPONENT(direct) && EWCOMPONENT(direct)) ? SQRT_2 : 1 ) )) // set it now in case of pulled objects
  -	if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
  +	//If the move was recent, count using old_move_delay
  +	//We want fractional behavior and all
  +	if(old_move_delay + world.tick_lag > world.time)
  +		//Yes this makes smooth movement stutter if add_delay is too fractional
  +		//Yes this is better then the alternative
   		move_delay = old_move_delay
   	else
   		move_delay = world.time
  
positive.code: 
  	if((direct & (direct - 1)) && mob.loc == new_loc) //moved diagonally successfully
  		add_delay *= SQRT_2
  	mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
  	move_delay += add_delay
  	if(.) // If mob is null here, we deserve the runtime
  
negative.code: 		else
  			mob.control_object.forceMove(get_step(mob.control_object,direct))
  
  /**
   * Move a client in a direction
   *
  