anchor.diff:  	if(inactivity_period > 0)
   		inactivity_period--
   
  -	if(interest <= 0 || timeout >= 25) // facilitate boredom functions
  +	if(interest <= 0 || timeout >= 10) // facilitate boredom functions
   		TARGET = null
   		doing = 0
   		timeout = 0
  +		myPath = list()
   
   	//this is boring, lets move
   	if(!doing && !IsDeadOrIncap() && !TARGET)
  
positive.code: 				I.attack(TARGET,src)
  				sleep(25)
  
  /mob/living/carbon/human/interactive/proc/dojanitor(obj)
  	favoured_types = list(/obj/item/weapon/mop, /obj/item/weapon/reagent_containers/glass/bucket, /obj/item/weapon/reagent_containers/spray/cleaner, /obj/effect/decal/cleanable)
  	if(istype(main_hand,/obj/item/weapon/mop))
  		var/obj/item/weapon/mop/M = main_hand
  		if(M)
  
negative.code: 	else
  		timeout++
  
  /mob/living/carbon/human/interactive/proc/getGoodPath(target,var/maxtries=512)
  	set background = 1
  	var/turf/end = get_turf(target)
  
  