anchor.diff:  	hand = 0
   
   	//job specific favours
  -	if(myjob.title == "Assistant")
  -		favoured_types = list(/obj/item/clothing, /obj/item/weapon)
  -	if(myjob.title == "Captain" || myjob.title == "Head of Personnel")
  -		favoured_types = list(/obj/item/clothing, /obj/item/weapon/stamp/captain,/obj/item/weapon/disk/nuclear)
  -	if(myjob.title == "Bartender" || myjob.title == "Chef")
  -		favoured_types = list(/obj/item/weapon/reagent_containers/food, /obj/item/weapon/kitchen)
  -	if(myjob.title == "Station Engineer" || myjob.title == "Chief Engineer" || myjob.title == "Atmospheric Technician")
  -		favoured_types = list(/obj/item/stack, /obj/item/weapon, /obj/item/clothing)
  -	if(myjob.title == "Chief Medical Officer" || myjob.title == "Medical Doctor" || myjob.title == "Chemist" || myjob.title == "Virologist" || myjob.title == "Geneticist")
  -		favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/storage/firstaid, /obj/item/stack/medical, /obj/item/weapon/reagent_containers/syringe)
  -	if(myjob.title == "Research Director" || myjob.title == "Scientist" || myjob.title == "Roboticist")
  -		return /area/toxins
  -	if(myjob.title == "Head of Security" || myjob.title == "Warden" || myjob.title == "Security Officer" || myjob.title == "Detective")
  -		favoured_types = list(/obj/item/clothing, /obj/item/weapon, /obj/item/weapon/restraints)
  -	if(myjob.title == "Janitor")
  -		favoured_types = list(/obj/item/weapon/mop, /obj/item/weapon/reagent_containers/glass/bucket, /obj/item/weapon/reagent_containers/spray/cleaner, /obj/effect/decal/cleanable)
  -		functions += "dojanitor"
  -	else
  -		favoured_types = list(/obj/item/clothing)
  +	switch(myjob.title)
  +		if("Assistant")
  +			favoured_types = list(/obj/item/clothing, /obj/item/weapon)
  +		if("Captain","Head of Personnel")
  +			favoured_types = list(/obj/item/clothing, /obj/item/weapon/stamp/captain,/obj/item/weapon/disk/nuclear)
  +		if("Bartender","Chef")
  +			favoured_types = list(/obj/item/weapon/reagent_containers/food, /obj/item/weapon/kitchen)
  +		if("Station Engineer","Chief Engineer","Atmospheric Technician")
  +			favoured_types = list(/obj/item/stack, /obj/item/weapon, /obj/item/clothing)
  +		if("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Geneticist")
  +			favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/storage/firstaid, /obj/item/stack/medical, /obj/item/weapon/reagent_containers/syringe)
  +		if("Research Director","Scientist","Roboticist")
  +			return /area/toxins
  +		if("Head of Security","Warden","Security Officer","Detective")
  +			favoured_types = list(/obj/item/clothing, /obj/item/weapon, /obj/item/weapon/restraints)
  +		if("Janitor")
  +			favoured_types = list(/obj/item/weapon/mop, /obj/item/weapon/reagent_containers/glass/bucket, /obj/item/weapon/reagent_containers/spray/cleaner, /obj/effect/decal/cleanable)
  +			functions += "dojanitor"
  +		else
  +			favoured_types = list(/obj/item/clothing)
   
   
   	if(TRAITS & TRAIT_ROBUST)
  
positive.code: 	var/graytide = 0
  	var/list/favoured_types = list() // allow a mob to favour a type, and hold onto them
  	var/chattyness = CHANCE_TALK
  	//modules
  	var/list/functions = list("nearbyscan","combat","doorscan","shitcurity","chatter")
  
  
negative.code: 					STR.attackby(W, src)
  				else
  					STR.attack_hand(src)
  		interest += targetInterestShift
  		doing = doing & ~INTERACTING
  		timeout = 0
  		TARGET = null
  