anchor.diff:  		return TRUE
   	if(!isturf(loc))
   		return FALSE
  -	if(loc.Adjacent(neighbor,target = neighbor))
  +	if(loc.Adjacent(neighbor,target = neighbor, mover = src))
   		return TRUE
   	return FALSE
   
  
positive.code: 	// Non diagonal case
  	if(T0.x == x || T0.y == y)
  		// Check for border blockages
  		return T0.ClickCross(get_dir(T0,src), border_only = 1, target_atom = target) && src.ClickCross(get_dir(src,T0), border_only = 1, target_atom = target)
  
  	// Diagonal case
  	var/in_dir = get_dir(T0,src) // eg. northwest (1+8) = 9 (00001001)
  
negative.code: 	* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
  		* Passing through in this case ignores anything with the LETPASSTHROW pass flag, such as tables, racks, and morgue trays.
  */
  /turf/Adjacent(atom/neighbor, atom/target = null, atom/movable/mover = null)
  	var/turf/T0 = get_turf(neighbor)
  
  	if(T0 == src) //same turf
  