anchor.diff:  
   GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid"))
   
  -//the obj's reaction when touched by acid
  +///the obj's reaction when touched by acid
   /obj/acid_act(acidpwr, acid_volume)
   	if(!(resistance_flags & UNACIDABLE) && acid_volume)
   
  
positive.code: /obj/proc/reset_shocked()
  	obj_flags &= ~BEING_SHOCKED
  
  //the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
  /obj/proc/deconstruct(disassembled = TRUE)
  	SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
  	qdel(src)
  
  //what happens when the obj's health is below integrity_failure level.
  /obj/proc/obj_break(damage_flag)
  	return
  
  //what happens when the obj's integrity reaches zero.
  /obj/proc/obj_destruction(damage_flag)
  	if(damage_flag == "acid")
  		acid_melt()
  
negative.code: 	addtimer(CALLBACK(src, .proc/reset_shocked), 10)
  
  //The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
  ///Only tesla coils and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
  /obj/proc/tesla_buckle_check(var/strength)
  	if(has_buckled_mobs())
  		for(var/m in buckled_mobs)
  