anchor.diff:  		if(istype(src, /mob/living/carbon/human))
   			if(src:buckled)
   				return
  -			if(src:shoes)
  -				if(istype(src:shoes, /obj/item/clothing/shoes/magboots))
  -					if(src:shoes.flags & NOSLIP)
  -						return
  +			if(src:shoes && src:shoes.flags & NOSLIP)
  +				return
   		src << "\red You are pushed away by airflow!"
   		last_airflow = world.time
   	var/airflow_falloff = 9 - ul_FalloffAmount(airflow_dest) //It's a fast falloff calc.  Very useful.
  
positive.code: 	if(stat == 2)
  		return 0
  	if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown)	return 0
  	if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
  		src << "\blue You stay upright as the air rushes past you."
  		return 0
  	if(weakened <= 0) src << "\red The sudden rush of air knocks you over!"
  	weakened = max(weakened,5)
  	last_airflow_stun = world.time
  
  mob/living/silicon/airflow_stun()
  
negative.code: 	blocked = run_armor_check("groin","melee")
  	apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
  
  	if(airflow_speed > 10)
  		Paralyse(round(airflow_speed * vsc.airflow_stun))
  		Stun(paralysis + 3)
  	else
  		Stun(round(airflow_speed * vsc.airflow_stun/2))
  	. = ..()
  
  zone/proc/movables()
  