anchor.diff:  
   /obj/item/defibrillator/examine(mob/user)
   	. = ..()
  +	if(!cell_removable)
  +		return
   	if(cell)
   		. += span_notice("Use a screwdriver to remove the cell.")
   	else
  
positive.code: 	paddle_state = "defibcombat-paddles"
  	powered_state = null
  	emagged_state = null
  
  /obj/item/defibrillator/compact/combat/loaded/Initialize(mapload)
  	. = ..()
  
negative.code: 	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
  
  	var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
  	/// If the paddles are equipped (1) or on the defib (0)
  	var/on = FALSE
  	/// If you can zap people with the defibs on harm mode
  	var/safety = TRUE
  	/// If there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
  	var/powered = FALSE
  	/// If the cell can be removed via screwdriver
  	var/cell_removable = TRUE
  	var/obj/item/shockpaddles/paddles
  	var/obj/item/stock_parts/cell/high/cell
  	/// If true, revive through space suits, allow for combat shocking
  	var/combat = FALSE
  	/// How long does it take to recharge
  	var/cooldown_duration = 5 SECONDS
  	/// The icon state for the paddle overlay, not applied if null
  	var/paddle_state = "defibunit-paddles"
  	/// The icon state for the powered on overlay, not applied if null
  