anchor.diff:  /client/Move(new_loc, direct)
   	if(world.time < move_delay) //do not move anything ahead of this check please
   		return FALSE
  -	else
  -		next_move_dir_add = 0
  -		next_move_dir_sub = 0
  +	next_move_dir_add = 0
  +	next_move_dir_sub = 0
  +
   	var/old_move_delay = move_delay
   	move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
   	if(!mob || !mob.loc)
  
positive.code: 
  	if((direct & (direct - 1)) && mob.loc == new_loc) //moved diagonally successfully
  		add_delay *= SQRT_2
  	mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
  	move_delay += add_delay
  	if(.) // If mob is null here, we deserve the runtime
  
negative.code: 		else
  			mob.control_object.forceMove(get_step(mob.control_object,direct))
  
  /**
   * Move a client in a direction
   *
  