anchor.diff:  
   	var/list/old_locs
   	if(is_multi_tile_object && isturf(loc))
  -		old_locs = locs.Copy()
  +		old_locs = locs // locs is a special list, this is effectively the same as .Copy() but with less steps
   		for(var/atom/exiting_loc as anything in old_locs)
   			if(!exiting_loc.Exit(src, direction))
   				return
  
positive.code: 	if(move_stacks > 0)
  		return
  
  	SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
  
  	return TRUE
  
  
negative.code: 	if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc, direct, glide_size_override)) //movement failed due to buckled mob(s)
  		return FALSE
  
  
  /**
   * Called after a successful Move(). By this point, we've already moved.
   * Arguments:
   * * old_loc is the location prior to the move. Can be null to indicate nullspace.
   * * movement_dir is the direction the movement took place. Can be NONE if it was some sort of teleport.
   * * The forced flag indicates whether this was a forced move, which skips many checks of regular movement.
   * * The old_locs is an optional argument, in case the moved movable was present in multiple locations before the movement.
   **/
  /atom/movable/proc/Moved(atom/old_loc, movement_dir, forced = FALSE, list/old_locs)
  	SHOULD_CALL_PARENT(TRUE)
  
  	if (!inertia_moving)
  		inertia_next_move = world.time + inertia_move_delay
  		newtonian_move(movement_dir)
  	if (length(client_mobs_in_contents))
  		update_parallax_contents()
  
  