anchor.diff:  	if(!target || !isturf(target.loc) || !isturf(loc) || stat == DEAD)
   		return
   	var/target_dir = get_dir(src,target)
  -	
  +
   	var/static/list/cardinal_sidestep_directions = list(-90,-45,0,45,90)
   	var/static/list/diagonal_sidestep_directions = list(-45,0,45)
   	var/chosen_dir = 0
  
positive.code: 
  /mob/living/simple_animal/hostile/proc/DestroyObjectsInDirection(direction)
  	var/turf/T = get_step(targets_from, direction)
  	if(T && T.Adjacent(targets_from))
  		if(CanSmashTurfs(T))
  			T.attack_animal(src)
  		for(var/obj/O in T)
  			if(O.density && environment_smash >= ENVIRONMENT_SMASH_STRUCTURES && !O.IsObscured())
  				O.attack_animal(src)
  				return
  
  
  /mob/living/simple_animal/hostile/proc/DestroyPathToTarget()
  	if(environment_smash)
  
negative.code: 		if(target)
  			if(targets_from && isturf(targets_from.loc) && target.Adjacent(targets_from)) //If they're next to us, attack
  				MeleeAction()
  			else
  				if(rapid_melee > 1 && target_distance <= melee_queue_distance)
  					MeleeAction(FALSE)
  				in_melee = FALSE //If we're just preparing to strike do not enter sidestep mode
  