anchor.diff:  	if(embedded_flag)
   		handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
   
  -	if((RUN in mutations)) return -1
   
   	var/health_deficiency = (100 - health + staminaloss)
   	if(health_deficiency >= 40)
   		tally += (health_deficiency / 25)
  -
  -	if(halloss >= 10) tally += (halloss / 10)
   
   	var/hungry = (500 - nutrition)/5 // So overeat would be 100 and default level would be 80
   	if (hungry >= 70)
  
positive.code: 	if(!buckled || (buckled && !istype(buckled, /obj/structure/stool/bed/chair/wheelchair)))
  		if(shoes)
  			tally += shoes.slowdown
  
  /*
  		for(var/organ_name in list("l_foot","r_foot","l_leg","r_leg"))
  			var/obj/item/organ/external/E = get_organ(organ_name)
  			if(!E || (E.status & ORGAN_DESTROYED))
  				tally += 4
  			else if(E.status & ORGAN_SPLINTED)
  				tally += 0.5
  			else if(E.status & ORGAN_BROKEN)
  				tally += 1.5
  */
  
  	if(buckled && istype(buckled, /obj/structure/stool/bed/chair/wheelchair))
  		for(var/organ_name in list("l_hand","r_hand","l_arm","r_arm"))
  
negative.code: 		tally = 0
  	if(status_flags & IGNORESLOWDOWN) // make sure this is always at the end so we don't have ignore slowdown getting ignored itself
  		tally = 0
  
  	if(status_flags & GOTTAGOFAST)
  		tally -= 1
  	if(status_flags & GOTTAGOREALLYFAST)
  		tally -= 2
  
  	return (tally+config.human_delay)
  
  