anchor.diff:  	layer = ABOVE_MOB_LAYER
   	var/slat_status = BREAKER_SLAT_RAISED
   	var/current_action = 0 // What's currently happening to the femur breaker
  -
  -/obj/structure/femur_breaker/Initialize()
  -	LAZYINITLIST(buckled_mobs)
  -	. = ..()
   
   /obj/structure/femur_breaker/examine(mob/user)
   	..()
  
positive.code: #define BREAKER_ANIMATION_LENGTH 9
  #define BREAKER_SLAT_RAISED     1
  #define BREAKER_SLAT_MOVING     2
  #define BREAKER_SLAT_DROPPED    3
  
negative.code: 			return
  
  		playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
  		H.Stun(BREAKER_ANIMATION_LENGTH)
  		addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
  		log_combat(user, H, "femur broke", src)
  
  	slat_status = BREAKER_SLAT_DROPPED
  