anchor.diff:  			should_be_lying = buckled.buckle_lying
   
   	if(should_be_lying)
  -		mobility_flags &= ~(MOBILITY_UI | MOBILITY_PULL | MOBILITY_STAND)
  +		mobility_flags &= ~MOBILITY_STAND
   		if(buckled)
   			if(buckled.buckle_lying != -1)
   				lying = buckled.buckle_lying
   		if(!lying) //force them on the ground
   			lying = pick(90, 270)
   	else
  -		if(!restrained)
  -			mobility_flags |= (MOBILITY_UI | MOBILITY_PULL)
  -		else
  -			mobility_flags &= ~(MOBILITY_UI | MOBILITY_PULL)
   		mobility_flags |= MOBILITY_STAND
   		lying = 0
  -<<<<<<< HEAD
  -=======
   
   	if(should_be_lying || restrained || incapacitated())
   		mobility_flags &= ~(MOBILITY_UI|MOBILITY_PULL)
   	else
   		mobility_flags |= MOBILITY_UI|MOBILITY_PULL
   
  ->>>>>>> c59aa61596... [Ready] Punching/Grabbing Rebalance (#43291)
   
   
   	var/canitem = !paralyzed && !stun && conscious && !chokehold && !restrained && has_arms
  
positive.code: 		if(SOUTH)
  			animate(M, pixel_x = 0, pixel_y = -offset, 3)
  		if(EAST)
  			animate(M, pixel_x = offset, pixel_y = 0, 3)
  		if(WEST)
  			animate(M, pixel_x = -offset, pixel_y = 0, 3)
  
  /mob/living/proc/reset_pull_offsets(mob/living/M)
  	animate(M, pixel_x = 0, pixel_y = 0, 1)
  
  //mob verbs are a lot faster than object verbs
  
negative.code: 		if(mob_swap)
  			//switch our position with M
  			if(loc && !loc.Adjacent(M.loc))
  				return TRUE
  			now_pushing = 1
  			var/oldloc = loc
  			var/oldMloc = M.loc
  