anchor.diff:  	if(dir != direction && !strafe || forcerotate || keyheld)
   		if(dir != direction && !(mecha_flags & QUIET_TURNS) && !step_silent)
   			playsound(src,turnsound,40,TRUE)
  -		set_dir_mecha(direction)
  +		setDir(direction)
   		return TRUE
   
   	set_glide_size(DELAY_TO_GLIDE_SIZE(movedelay))
  
positive.code: 	return COMPONENT_BLOCK_LIGHT_EATER
  
  /// Sets the direction of the mecha and all of its occcupents, required for FOV. Alternatively one could make a recursive contents registration and register topmost direction changes in the fov component
  /obj/vehicle/sealed/mecha/proc/set_dir_mecha(new_dir)
  	setDir(new_dir)
  	for(var/mob/living/occupant as anything in occupants)
  		occupant.setDir(new_dir)
  
negative.code: 	newoccupant.update_mouse_pointer()
  	add_fingerprint(newoccupant)
  	log_message("[newoccupant] moved in as pilot.", LOG_MECHA)
  	setDir(dir_in)
  	playsound(src, 'sound/machines/windowdoor.ogg', 50, TRUE)
  	if(!internal_damage)
  		SEND_SOUND(newoccupant, sound('sound/mecha/nominal.ogg',volume=50))
  