anchor.diff:  			buckled_mob.buckled = null
   			buckled_mob.anchored = initial(buckled_mob.anchored)
   			buckled_mob.update_canmove()
  +
  +			var/M = buckled_mob
   			buckled_mob = null
   
  -			afterbuckle()
  +			afterbuckle(M)
   	return
   
   /obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
  
positive.code: 	anchored = 0
  	var/const/buckled_pixel_y_offset = 6 //Mobs buckled will have their pixel_y offset by this much
  
  /obj/structure/stool/bed/roller/Move()
  	..()
  	if(buckled_mob)
  		if(buckled_mob.buckled == src)
  			buckled_mob.loc = src.loc
  
  /obj/structure/stool/bed/roller/buckle_mob(mob/M as mob, mob/user as mob)
  	if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(usr, /mob/living/silicon/pai) )
  		return
  	M.pixel_y += buckled_pixel_y_offset
  	density = 1
  	icon_state = "up"
  	..()
  	return
  
  /obj/structure/stool/bed/roller/manual_unbuckle(mob/user as mob)
  	if(buckled_mob)
  		if(buckled_mob.buckled == src)	//this is probably unneccesary, but it doesn't hurt
  			buckled_mob.pixel_y -= buckled_pixel_y_offset
  			buckled_mob.anchored = initial(buckled_mob.anchored)
  			buckled_mob.buckled = null
  			buckled_mob.update_canmove()
  			buckled_mob = null
  	density = 0
  	icon_state = "down"
  	..()
  	return
negative.code: 	src.buckled_mob = M
  	src.add_fingerprint(user)
  
  	afterbuckle(M)
  	return
  
  /*
  