anchor.diff: +#define SHAKE_ANIMATION_OFFSET 4
  +
   /mob/living/carbon/get_eye_protection()
   	. = ..()
   	var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
  
positive.code: 
  	playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
  
  /// Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
  /mob/living/carbon/proc/check_self_for_injuries()
  	if(stat == DEAD || stat == UNCONSCIOUS)
  
negative.code: 		var/obj/item/bodypart/limb = _limb
  		if (limb.status != BODYPART_ORGANIC)
  			. += (limb.brute_dam * limb.body_damage_coeff) + (limb.burn_dam * limb.body_damage_coeff)
  
  #undef SHAKE_ANIMATION_OFFSET
  