anchor.diff:  
   	target_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
   	possible_locs = list(BODY_ZONE_CHEST)
  -	requires_bodypart_type = 0
  +	requires_bodypart_type = FALSE
   	replaced_by = /datum/surgery
   	ignore_clothes = TRUE
   	var/healing_step_type
  
positive.code: 				break
  
  /datum/surgery_step/heal/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
  	var/umsg = "You succeed in fixing some of [target]'s wounds"
  	var/tmsg = "[user] fixes some of [target]'s wounds"
  	if(get_location_accessible(target, target_zone))
  		target.heal_bodypart_damage(brutehealing,burnhealing)
  	else
  		target.heal_bodypart_damage(brutehealing*0.4,burnhealing*0.4) //60% less healing if with clothes.
  		umsg += " as best as you can while they have clothing on" //space please, no period
  		tmsg += " as best as they can while [target] has clothing on"
  	display_results(user, target, "<span class='notice'>[umsg].</span>",
  		"[tmsg].",
  		"[tmsg].")
  
negative.code: 	time = 25
  	var/brutehealing = 0
  	var/burnhealing = 0
  	var/missinghpbonus = 0 //heals an extra point of damager per X missing damage of type (burn damage for burn healing, brute for brute). Smaller Number = More Healing!
  
  /datum/surgery_step/heal/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
  	var/woundtype
  