anchor.diff:  		icon_state = "pixie"
   	dog
   		icon_state = "dog"
  +	snake
  +		icon_state = "snake"
   	wolf
   		icon_state = "wolf"
  -	snake
  -		icon_state = "snake"
   	troll
   		icon_state = "troll"
   	acromantula
  
positive.code: 	appearance_flags = LONG_GLIDE|TILE_BOUND
  
  	var
  		iconSize    = 4
  
  		tmp
  			obj/light/light
  			obj/items/wearable/pets/item
  
  	New(loc, obj/items/wearable/pets/pet)
  		..()
  
negative.code: 				light.pixel_x = pixel_x - offset - 64
  				light.pixel_y = pixel_y - offset - 64
  
  		if(p.client.moving && (istype(loc.loc, /area/outside) || istype(loc.loc, /area/newareas/outside)))
  			if(++stepCount > 1000 && prob(1))
  				stepCount = 0
  
  				var/prize = PET_LOST_AND_FOUND
  				var/obj/items/i = new prize (loc)
  
  				i.prizeDrop(p.ckey)
  
  				p << infomsg("Your [p.name] has found \a [i.name] while walking.")
  
  	Click()
  		..()
  
  		if(usr.ckey == owner)
  
  			if(item.function & PET_FOLLOW_RIGHT)
  				item.function -= PET_FOLLOW_RIGHT
  				item.function += PET_FOLLOW_LEFT
  				usr << infomsg("[name] will be at your left.")
  
  			else if(item.function & PET_FOLLOW_LEFT)
  				item.function -= PET_FOLLOW_LEFT
  				item.function += PET_FOLLOW_FAR
  				usr << infomsg("[name] will be further back.")
  
  			else if(item.function & PET_FOLLOW_FAR)
  				item.function -= PET_FOLLOW_FAR
  				usr << infomsg("[name] will follow your footsteps closely.")
  
  			else
  				item.function += PET_FOLLOW_RIGHT
  				usr << infomsg("[name] will be at your right.")
  
  	Dispose(mob/Player/p)
  		set waitfor = 0
  
  		animate(src, alpha = 0, time = 5)
  		sleep(6)
  
  		if(alpha == 0)
  			if(p.pet == src) p.pet = null
  
  			..()
  
  			if(light)
  				light.loc = null
  				light     = null
  
  