diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm
index 1cd6c04b02d..635efadcaba 100644
--- a/code/modules/mob/living/silicon/pai/pai.dm
+++ b/code/modules/mob/living/silicon/pai/pai.dm
@@ -340,12 +340,12 @@
if(stat || sleeping || paralysis || weakened)
return
- if(src.loc != card)
- to_chat(src, "\red You are already in your mobile form!")
+ if(loc != card)
+ to_chat(src, "You are already in your mobile form!")
return
if(world.time <= last_special)
- to_chat(src, "\red You must wait before folding your chassis out again!")
+ to_chat(src, "You must wait before folding your chassis out again!")
return
last_special = world.time + 200
@@ -353,8 +353,7 @@
//I'm not sure how much of this is necessary, but I would rather avoid issues.
force_fold_out()
- var/turf/T = get_turf(src)
- if(istype(T)) T.visible_message("[src] folds outwards, expanding into a mobile form.")
+ visible_message("[src] folds outwards, expanding into a mobile form.", "You fold outwards, expanding into a mobile form.")
/mob/living/silicon/pai/proc/force_fold_out()
if(istype(card.loc, /mob))
@@ -379,12 +378,12 @@
if(stat || sleeping || paralysis || weakened)
return
- if(src.loc == card)
- to_chat(src, "\red You are already in your card form!")
+ if(loc == card)
+ to_chat(src, "You are already in your card form!")
return
if(world.time <= last_special)
- to_chat(src, "\red You must wait before returning to your card form!")
+ to_chat(src, "You must wait before returning to your card form!")
return
close_up()
@@ -477,16 +476,15 @@
last_special = world.time + 200
resting = 0
- if(src.loc == card)
+ if(loc == card)
return
- var/turf/T = get_turf(src)
- if(istype(T)) T.visible_message("[src] neatly folds inwards, compacting down to a rectangular card.")
+ visible_message("[src] neatly folds inwards, compacting down to a rectangular card.", "You neatly fold inwards, compacting down to a rectangular card.")
- src.stop_pulling()
- if(src.client)
- src.client.perspective = EYE_PERSPECTIVE
- src.client.eye = card
+ stop_pulling()
+ if(client)
+ client.perspective = EYE_PERSPECTIVE
+ client.eye = card
// If we are being held, handle removing our holder from their inv.
var/obj/item/weapon/holder/H = loc
@@ -495,13 +493,13 @@
if(istype(M))
M.unEquip(H)
H.loc = get_turf(src)
- src.loc = get_turf(H)
+ loc = get_turf(H)
// Move us into the card and move the card to the ground
//This seems redundant but not including the forced loc setting messes the behavior up.
- src.loc = card
+ loc = card
card.loc = get_turf(card)
- src.forceMove(card)
+ forceMove(card)
card.forceMove(card.loc)
icon_state = "[chassis]"