anchor.diff:  					continue
   				statpanel(listed_turf.name, null, A)
   
  -	if(spell_list.len)
  -		for(var/obj/effect/proc_holder/spell/S in spell_list)
  +
  +	if(mind)
  +		add_spells_to_statpanel(mind.spell_list)
  +	add_spells_to_statpanel(mob_spell_list)
  +
  +/mob/proc/add_spells_to_statpanel(var/list/spells)
  +	for(var/obj/effect/proc_holder/spell/S in spells)
  +		if(S.can_be_cast_by(src))
   			switch(S.charge_type)
   				if("recharge")
   					statpanel("[S.panel]","[S.charge_counter/10.0]/[S.charge_max/10]",S)
  
positive.code: 					statpanel("[S.panel]","[S.charge_counter]/[S.charge_max]",S)
  				if("holdervar")
  					statpanel("[S.panel]","[S.holder_var_type] [S.holder_var_amount]",S)
  
  
  
  // facing verbs
  /mob/proc/canface()
  
negative.code: //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_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()
  