anchor.diff:  	force = 0
   	throwforce = 6
   	w_class = 4
  -	flags = NODROP
  +	// flags = NODROP
   
   	var/revivecost = 1000
   	var/cooldown = 0
  
positive.code: 							return
  					if(H.stat == 2)
  						var/health = H.health
  						M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
  						playsound(get_turf(src), "bodyfall", 50, 1)
  						playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
  						for(var/obj/item/organ/limb/O in H.organs)
  							total_brute	+= O.brute_dam
  							total_burn	+= O.burn_dam
  						if(H.health <= (config.health_threshold_dead - 50) && total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations) && prob(60))
  							tobehealed = health + threshold
  							tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
  							H.adjustOxyLoss(tobehealed)
  
negative.code: 			busy = 1
  			H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
  					"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
  			H.adjustFireLoss(30)
  			H.adjustOxyLoss(10)
  			H.Paralyse(5)
  			// H.Weaken(5)
  			H.updatehealth() //forces health update before next life tick
  			playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
  			H.emote("gasp")
  			add_logs(user, M, "shocked", object="defibrillator")
  			defib.deductcharge(revivecost)
  			cooldown = 1
  			busy = 0
  