anchor.diff:  						//byond will pause most client updates for (about) 1.6 seconds.
   						//(1.6 seconds worth of ticks)
   						//We just stop running subsystems to avoid that.
  -						break;
  +						break
   					if(SS.can_fire > 0)
  -						if(SS.next_fire <= world.time && SS.last_fire + (SS.wait * 0.5) <= world.time) // Check if it's time.
  +						if(SS.next_fire <= world.time && SS.last_fire + (SS.wait * 0.75) <= world.time) // Check if it's time.
   							ran_subsystems = 1
   							timer = world.timeofday
   							last_type_processed = SS.type
  
positive.code: 					extrasleep += world.tick_lag * 2
  				// If we are loading the server too much, sleep a bit extra...
  				if(world.cpu >= 75)
  					extrasleep += (1 + extrasleep + processing_interval) * ((world.cpu-50)/10)
  				if(world.cpu >= 100)
  					extrasleep += extrasleep //double it, we are close to triggering a byond bug.
  					if(!old_fps)
  						old_fps = world.fps
  						//byond bug, if we go over 120 fps and world.fps is higher then 10, the bad things that happen are made worst.
  						world.fps = 10
  				else if(old_fps && world.cpu < 75)
  					world.fps = old_fps
  					old_fps = null
  
  
negative.code: 								SS.wait = Clamp(newwait, SS.dwait_lower, SS.dwait_upper)
  								if(oldwait != SS.wait)
  									processing_interval = calculate_gcd()
  								SS.next_fire = world.time + SS.wait
  							else
  								SS.next_fire += SS.wait
  							++SS.times_fired
  							// If we caused BYOND to miss a tick, stop processing for a bit...
  							if(startingtick < world.time || start_time + 1 < world.timeofday)
  