anchor.diff:  	user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
   	busy = TRUE
   	update_icon()
  -	if(do_after(user, 30 - defib.primetime, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
  +
  +	var/primetimer
  +	var/primetimer2
  +	var/deathtimer
  +	if(req_defib)
  +		primetimer = 30 - defib.primetime //I swear to god if I find shit like this elsewhere
  +		primetimer2 = 20 - defib.primetime
  +		deathtimer = DEFIB_TIME_LOSS * defib.timedeath
  +	else
  +		primetimer = 30
  +		primetimer2 = 20
  +		deathtimer = DEFIB_TIME_LOSS * 10
  +
  +	if(do_after(user, primetimer, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
   		user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
   		playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
   		var/tplus = world.time - H.timeofdeath
  
positive.code: 					if(tplus > tloss)
  						H.adjustBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
  					log_combat(user, H, "revived", defib)
  					if(defib.healdisk)
  						H.heal_overall_damage(25, 25)
  				if(req_defib)
  					defib.deductcharge(revivecost)
  					cooldown = 1
  
negative.code: 		// (in deciseconds)
  		// brain damage starts setting in on the patient after
  		// some time left rotting
  		var/tloss = deathtimer
  		var/total_burn	= 0
  		var/total_brute	= 0
  		if(do_after(user, primetimer2, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
  			for(var/obj/item/carried_item in H.contents)
  				if(istype(carried_item, /obj/item/clothing/suit/space))
  					if((!combat && !req_defib) || (req_defib && !defib.combat))
  