diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index 4dd7b44fef0..d88f03a27bb 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -251,14 +251,14 @@ var/list/ai_list = list()
src.view_core()
/mob/living/silicon/ai/verb/toggle_anchor()
- set category = "AI Commands"
- set name = "Toggle Floor Bolts"
- if(!isturf(loc)) // if their location isn't a turf
- return // stop
- anchored = !anchored // Toggles the anchor
+ set category = "AI Commands"
+ set name = "Toggle Floor Bolts"
+ if(!isturf(loc)) // if their location isn't a turf
+ return // stop
+ anchored = !anchored // Toggles the anchor
- src << "[anchored ? "You are now anchored." : "You are now unanchored."]"
- // the message in the [] will change depending whether or not the AI is anchored
+ src << "[anchored ? "You are now anchored." : "You are now unanchored."]"
+ // the message in the [] will change depending whether or not the AI is anchored
/mob/living/silicon/ai/update_canmove() //If the AI dies, mobs won't go through it anymore
return 0
diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm
index 5712d20ac89..06b452e6d59 100644
--- a/code/modules/mob/living/silicon/silicon.dm
+++ b/code/modules/mob/living/silicon/silicon.dm
@@ -276,29 +276,29 @@
usr << browse(list, "window=laws")
/mob/living/silicon/Bump(atom/movable/AM as mob|obj, yes) //Allows the AI to bump into mobs if it's itself pushed
- if ((!( yes ) || now_pushing))
- return
- now_pushing = 1
- if(ismob(AM))
- var/mob/tmob = AM
- if(!(tmob.status_flags & CANPUSH))
- now_pushing = 0
- return
- now_pushing = 0
- ..()
- if (!istype(AM, /atom/movable))
- return
- if (!now_pushing)
- now_pushing = 1
- if (!AM.anchored)
- var/t = get_dir(src, AM)
- if (istype(AM, /obj/structure/window))
- if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
- for(var/obj/structure/window/win in get_step(AM,t))
- now_pushing = 0
- return
- step(AM, t)
- now_pushing = null
+ if ((!( yes ) || now_pushing))
+ return
+ now_pushing = 1
+ if(ismob(AM))
+ var/mob/tmob = AM
+ if(!(tmob.status_flags & CANPUSH))
+ now_pushing = 0
+ return
+ now_pushing = 0
+ ..()
+ if (!istype(AM, /atom/movable))
+ return
+ if (!now_pushing)
+ now_pushing = 1
+ if (!AM.anchored)
+ var/t = get_dir(src, AM)
+ if (istype(AM, /obj/structure/window))
+ if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
+ for(var/obj/structure/window/win in get_step(AM,t))
+ now_pushing = 0
+ return
+ step(AM, t)
+ now_pushing = null
/mob/living/silicon/put_in_hand_check() // This check is for borgs being able to receive items, not put them in others' hands.
return 0
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index fd99c921327..5dc726708c5 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -645,28 +645,28 @@ var/list/slot_equipment_priority = list( \
//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
- anchored = buckled
- else
- if((ko || resting) && !lying)
- fall(ko)
- 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
+ anchored = buckled
+ else
+ if((ko || resting) && !lying)
+ fall(ko)
+ 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()