anchor.diff:  ///Allows us to set a permanent sleep on a player (use with caution and remember to unset it with SetSleeping() after the effect is over)
   /mob/living/proc/PermaSleeping()
   	if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_SLEEP, -1) & COMPONENT_NO_STUN)
  +		return
  +	if(status_flags & GODMODE)
   		return
   	var/datum/status_effect/incapacitating/sleeping/S = IsSleeping()
   	if(S)
  
positive.code: 
  /mob/living/proc/SetKnockdown(amount, ignore_canstun = FALSE) //Sets remaining duration
  	if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, ignore_canstun) & COMPONENT_NO_STUN)
  		return
  	if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
  		var/datum/status_effect/incapacitating/knockdown/K = IsKnockdown()
  
negative.code: /mob/living/proc/AdjustKnockdown(amount, ignore_canstun = FALSE) //Adds to remaining duration
  	if(SEND_SIGNAL(src, COMSIG_LIVING_STATUS_KNOCKDOWN, amount, ignore_canstun) & COMPONENT_NO_STUN)
  		return
  	if(status_flags & GODMODE)
  		return
  	if(((status_flags & CANKNOCKDOWN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) || ignore_canstun)
  		if(absorb_stun(amount, ignore_canstun))
  			return
  