anchor.diff:  				var/obj/effect/proc_holder/spell/spell = S
   				spell.updateButtonIcon()
   
  -<<<<<<< HEAD
  -=======
  +
   /mob/living/proc/remove_CC(should_update_mobility = TRUE)
   	SetStun(0, FALSE)
   	SetKnockdown(0, FALSE)
  
positive.code: 	ExtinguishMob()
  	fire_stacks = 0
  	confused = 0
  	update_mobility()
  	GET_COMPONENT(mood, /datum/component/mood)
  	if (mood)
  		mood.remove_temp_moods(admin_revive)
  
  //proc called by revive(), to check if we can actually ressuscitate the mob (we don't want to revive him and have him instantly die again)
  /mob/living/proc/can_be_revived()
  
negative.code: 	if(should_update_mobility)
  		update_mobility()
  
  //proc used to completely heal a mob.
  /mob/living/proc/fully_heal(admin_revive = 0)
  	restore_blood()
  