anchor.diff:  			mob.control_object.loc = get_step(mob.control_object,direct)
   	return
   
  -
  +#define MOVEMENT_DELAY_BUFFER 0.75
  +#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
   /client/Move(n, direct)
   	if(world.time < move_delay)
   		return 0
  +	var/old_move_delay = move_delay
   	move_delay = world.time+world.tick_lag //this is here because Move() can now be called mutiple times per tick
   	if(!mob || !mob.loc)
   		return 0
  
positive.code: 	. = ..()
  	for(var/obj/O in contents)
  		O.on_mob_turn(newDir, src)
  
  ///Process_Grab()
  ///Called by client/Move()
  
negative.code: 
  	//We are now going to move
  	moving = 1
  	var/delay = mob.movement_delay()
  	if (old_move_delay + (delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
  		move_delay = old_move_delay + delay
  	else
  		move_delay = delay + world.time
  
  	if(mob.confused)
  		if(mob.confused > 40)
  