anchor.diff:  		defib.on = 0
   		loc = defib
   		defib.update_icon()
  -	return	unwield(user)
  +	return unwield(user)
   
   /obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, var/mob/living/carbon/human/M, var/obj/O)
   	if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator))	//To avoid weird issues from admin spawns
  
positive.code: 					T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
  					if(do_after(user, 30, target = M)) //Takes longer due to overcharging
  						if(M.stat == DEAD)
  							user << "<span class='warning'>[M] is dead - you can't stop their heart.</span>"
  							return
  						user.visible_message("<span class='boldannounce'><i>[user] shocks [M] with \the [src]!</span>", "<span class='warning'>You shock [M] with \the [src]!</span>")
  						playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
  
negative.code: 						busy = 0
  						update_icon()
  						defib.cooldowncheck(user)
  						return
  				busy = 0
  				update_icon()
  				return
  			var/mob/dead/observer/ghost = H.get_ghost()
  			if(ghost)
  