anchor.diff:  					dir = i
   					sleep(1)
   
  -/mob/living/simple_animal/corgi/AdmiralPoof
  -	name = "Poof"
  -	real_name = "Poof"	//Intended to hold the name without altering it.
  -	desc = "It's Poof, what else do you need to know?"
  -	var/turns_since_scan = 0
  -	var/obj/movement_target
  -	response_help  = "pets"
  -	response_disarm = "gently pushes aside"
  -	response_harm   = "kicks"
  -	icon_state = "poof"
  -	icon_living = "poof"
  -	icon_dead = "poof_dead"
  -	speak = list("YAP","Woof!","Bark!","AUUUUUU")
  -	speak_emote = list("barks", "woofs", "growls")
  -	emote_hear = list("barks","woofs","yaps")
  -	emote_see = list("shakes it's head", "shivers")
  -	speak_chance = 1
  -	turns_per_move = 5
  -	meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi/poof
  -	meat_amount = 2
  -
  -/mob/living/simple_animal/corgi/AdmiralPoof/Life()
  -	..()
  -
  -	//Feeding, chasing food, FOOOOODDDD
  -	if(alive && !resting && !buckled)
  -		turns_since_scan++
  -		if(turns_since_scan > 5)
  -			turns_since_scan = 0
  -			if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
  -				movement_target = null
  -				stop_automated_movement = 0
  -			if( !movement_target || !(movement_target.loc in oview(src, 3)) )
  -				movement_target = null
  -				stop_automated_movement = 0
  -				for(var/mob/living/simple_animal/corgi/Ian/I in oview(src,3))
  -					if(isturf(I.loc) || ishuman(I.loc))
  -						movement_target = I
  -						break
  -			if(movement_target)
  -				stop_automated_movement = 1
  -				step_to(src,movement_target,1)
  -				sleep(3)
  -				step_to(src,movement_target,1)
  -				sleep(3)
  -				step_to(src,movement_target,1)
  -
  -				if(movement_target)		//Not redundant due to sleeps, Item can be gone in 6 decisecomds
  -					if (movement_target.loc.x < src.x)
  -						dir = WEST
  -					else if (movement_target.loc.x > src.x)
  -						dir = EAST
  -					else if (movement_target.loc.y < src.y)
  -						dir = SOUTH
  -					else if (movement_target.loc.y > src.y)
  -						dir = NORTH
  -					else
  -						dir = SOUTH
  -
  -				if(isturf(movement_target.loc) )
  -					movement_target.attack_animal(src)
  -				else if(ishuman(movement_target.loc) )
  -					if(prob(20))
  -						emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
  -
  -		if(prob(1))
  -			emote("dances around authoritatively")
  -			spawn(0)
  -				for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
  -					dir = i
  -					sleep(1)
  -
   /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
   	name = "Corgi meat"
  -	desc = "Tastes like... well you know..."
  -/obj/item/weapon/reagent_containers/food/snacks/meat/corgi/poof
  -	name = "Dachshund meat"
   	desc = "Tastes like... well you know..."
positive.code: 			if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
  				movement_target = null
  				stop_automated_movement = 0
  			if( !movement_target || !(movement_target.loc in oview(src, 5)) )
  				movement_target = null
  				stop_automated_movement = 0
  				for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,5))
  					if(isturf(S.loc) || ishuman(S.loc))
  						movement_target = S
  						break
  
negative.code: 	else
  		..()
  
  //IAN! SQUEEEEEEEEE~
  /mob/living/simple_animal/corgi/Ian
  	name = "Ian"
  