anchor.diff:  	return TRUE
   
   /obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
  -	if(on && user.zone_selected == "eyes") // call original attack proc only if aiming at the eyes
  +	if(on && user.zone_selected in list("eyes", "mouth")) // call original attack when examining organs
   		..()
   	return
   
  
positive.code: 			to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
  			return
  
  		var/mob/living/carbon/human/H = M	//mob has protective eyewear
  		if(ishuman(M) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
  			to_chat(user, "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>")
  			return
  
  		if(M == user)	//they're using it on themselves
  			if(M.flash_act(visual = 1))
  				M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
  			else
  				M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes.</span>")
  		else
  			user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
  								 "<span class='danger'>You direct [src] to [M]'s eyes.</span>")
  			var/mob/living/carbon/C = M
  			if(istype(C))
  				if(C.stat == DEAD || (C.disabilities & BLIND)) //mob is dead or fully blind
  					to_chat(user, "<span class='warning'>[C] pupils don't react to the light!</span>")
  				else if(C.dna.check_mutation(XRAY))	//mob has X-RAY vision
  					to_chat(user, "<span class='danger'>[C] pupils give an eerie glow!</span>")
  				else //they're okay!
  					if(C.flash_act(visual = 1))
  						to_chat(user, "<span class='notice'>[C]'s pupils narrow.</span>")
  	else
  		return ..()
  
  
negative.code: 	return 1
  
  
  /obj/item/device/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
  	add_fingerprint(user)
  	if(istype(M) && on && user.zone_selected in list("eyes", "mouth"))
  
  		if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50))	//too dumb to use flashlight properly
  			return ..()	//just hit them in the head
  