anchor.diff:  	if(inactivity_period > 0)
   		inactivity_period--
   
  -	if(interest <= 0 || timeout >= 25) // facilitate boredom functions
  +	if(interest <= 0 || timeout >= 10) // facilitate boredom functions
   		TARGET = null
   		doing = 0
   		timeout = 0
  +		myPath = list()
   
   	//this is boring, lets move
   	if(!doing && !IsDeadOrIncap() && !TARGET)
  
positive.code: 	//ensure we're using the best object possible
  
  	var/obj/item/weapon/best
  
  	for(var/test in src.contents)
  		for(var/a in favoured_types)
  			if(ispath(test,a) && !(doing & FIGHTING)) // if we're not in combat and we find our favourite things, use them (for people like janitor and doctors)
  				best = test
  				return
  
  		if(istype(test,/obj/item/weapon))
  			var/obj/item/weapon/R = test
  			if(R.force > 2) // make sure we don't equip any non-weaponlike items, ie bags and stuff
  				if(!best)
  					best = R
  				else
  					if(best.force < R.force)
  						best = R
  				if(istype(R,/obj/item/weapon/gun))
  					var/obj/item/weapon/gun/G = R
  					if(G.can_shoot())
  						best = R
  						break // gun with ammo? screw the rest
  	if(best)
  		take_to_slot(best,1)
  
  
negative.code: 
  	hand = 0
  
  	Path_ID = new /obj/item/weapon/card/id(src)
  
  	var/datum/job/captain/C = new/datum/job/captain
  	Path_ID.access = C.get_access()
  
  	//job specific favours
  	switch(myjob.title)
  		if("Assistant")
  