anchor.diff:  		EscapeConfinement()
   		for(var/dir in cardinal)
   			var/turf/T = get_step(src, dir)
  -			if(istype(T, /turf/simulated/wall))
  +			if(istype(T, /turf/simulated/wall) && T.Adjacent(src))
   				T.attack_animal(src)
   			for(var/atom/A in T)
  +				if(!A.Adjacent(src))
  +					continue
   				if(istype(A, /obj/structure/window) || istype(A, /obj/structure/closet) || istype(A, /obj/structure/table) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/rack))
   					A.attack_animal(src)
   	return
  
positive.code: /mob/living/simple_animal/hostile
  	faction = "hostile"
  	mouse_opacity = 2 //This makes it easier to hit hostile mobs, you only need to click on their tile, and is set back to 1 when they die
  	stop_automated_movement_when_pulled = 0
  	environment_smash = 1 //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
  	var/stance = HOSTILE_STANCE_IDLE	//Used to determine behavior
  
negative.code: 
  /mob/living/simple_animal/hostile/Die()
  	LoseAggro()
  	..()
  	walk(src, 0)
  
  