anchor.diff:  	src.forceMove(card)
   	card.forceMove(card.loc)
   	canmove = 0
  +	density = 0
  +	mouse_opacity = 0
   	icon_state = "[chassis]"
   
   /mob/living/silicon/pai/verb/fold_up()
  
positive.code: 	last_special = world.time + 200
  
  	canmove = 1
  
  	//I'm not sure how much of this is necessary, but I would rather avoid issues.
  	if(istype(card.loc,/mob))
  
negative.code: 	return
  
  /mob/living/silicon/pai/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
  	if (!canmove || W.force) return ..()
  	if(!W.force)
  		visible_message("<span class='warning'>[user.name] strikes [src] harmlessly with [W], passing clean through its holographic projection.</span>")
  	if (proc(33)
  		src << "<span class='boldwarning'>The holographic containment field surrounding you is failing!</span>"
  		spawn(5)
  			if(stat != 2)
  				close_up()
  	return ..()
  
  /mob/living/silicon/pai/attack_hand(mob/user as mob)
  	if(stat == 2) return
  	visible_message("<span class='danger'>[user.name] boops [src] on the head.</span>")
  	spawn(1)
  		close_up()
  	return ..()
  
  // See software.dm for Topic()
  
  