anchor.diff:  //Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
   //Robots and brains have their own version so don't worry about them
   /mob/proc/update_canmove()
  -	var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
  -	var/bed = !(buckled && istype(buckled, /obj/structure/stool/bed/chair))
  -	if(ko || resting || stunned)
  -		drop_l_hand()
  -		drop_r_hand()
  -	else
  -		lying = 0
  -		canmove = 1
  -	if(buckled)
  -		lying = 90 * bed
  -	else
  -		if((ko || resting) && !lying)
  -			fall(ko)
  -	anchored = buckled
  -	canmove = !(ko || resting || stunned || buckled)
  -	density = !lying
  -	update_transform()
  -	lying_prev = lying
  -	if(update_icon)	//forces a full overlay update
  -		update_icon = 0
  -		regenerate_icons()
  -	return canmove
  +        var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
  +        var/bed = !(buckled && istype(buckled, /obj/structure/stool/bed/chair))
  +        if(ko || resting || stunned)
  +                drop_r_hand()
  +                drop_l_hand()
  +        else
  +                lying = 0
  +                canmove = 1
  +        if(buckled)
  +                lying = 90 * bed
  +        else
  +                if((ko || resting) && !lying)
  +                        fall(ko)
  +        anchored = buckled
  +        canmove = !(ko || resting || stunned || buckled)
  +        density = !lying
  +        update_transform()
  +        lying_prev = lying
  +        if(update_icon) //forces a full overlay update
  +                update_icon = 0
  +                regenerate_icons()
  +        return canmove
   
   /mob/proc/fall(var/forced)
   	drop_l_hand()
  
positive.code: 					continue
  				statpanel(listed_turf.name, null, A)
  
  	if(spell_list.len)
  		for(var/obj/effect/proc_holder/spell/S in spell_list)
  			switch(S.charge_type)
  				if("recharge")
  					statpanel("[S.panel]","[S.charge_counter/10.0]/[S.charge_max/10]",S)
  
negative.code: 			var/slot = text2num(href_list["item"])
  			var/obj/item/what = get_item_by_slot(slot)
  
  			if(what)
  				if(what.flags & NODROP)
  					usr << "<span class='notice'>You can't remove \the [what.name], it appears to be stuck!</span>"
  					return
  				visible_message("<span class='danger'>[usr] tries to remove [src]'s [what.name].</span>", \
  								"<span class='userdanger'>[usr] tries to remove [src]'s [what.name].</span>")
  				what.add_fingerprint(usr)
  				if(do_mob(usr, src, STRIP_DELAY))
  					if(what && Adjacent(usr))
  						unEquip(what)
  			else
  				what = usr.get_active_hand()
  				if(what.flags & NODROP)
  					usr << "<span class='notice'>You can't put \the [what.name] on [src], it's stuck to your hand!</span>"
  					return
  				if(what && what.mob_can_equip(src, slot, 1))
  					visible_message("<span class='notice'>[usr] tries to put [what] on [src].</span>")
  					if(do_mob(usr, src, STRIP_DELAY * 0.5))
  						if(what && Adjacent(usr))
  							usr.unEquip(what)
  							equip_to_slot_if_possible(what, slot, 0, 1)
  
  	if(usr.machine == src)
  