anchor.diff:  		user << "<span class='danger'>You don't have the dexterity to do this!</span>"
   		return 1
   
  -	if (istype(M, /mob/living/carbon/human))
  -		var/mob/living/carbon/human/H = M
  -		var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
  -
  -		if(affecting.display_name == "head")
  -			if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
  -				user << "<span class='danger'>You can't apply [src] through [H.head]!</span>"
  -				return 1
  -		else
  -			if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
  -				user << "<span class='danger'>You can't apply [src] through [H.wear_suit]!</span>"
  +
  +	if (istype(M, /mob/living/carbon/human))
  +		var/mob/living/carbon/human/H = M
  +		var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
  +
  +		if(isliving(M))
  +			if(!M.can_inject(user, 1))
   				return 1
   
   		if(affecting.status & ORGAN_ROBOT)
  
positive.code: 			else
  				user.visible_message( 	"\blue [user] salves the wounds on [M]'s [affecting.display_name].", \
  										"\blue You salve the wounds on [M]'s [affecting.display_name]." )
  				affecting.heal_damage(src.heal_brute, src.heal_burn, 0)											
  				use(1)
  		else
  			if (can_operate(H))        //Checks if mob is lying down on table for surgery
  
negative.code: 		use(1)
  
  	M.updatehealth()
  
  /obj/item/stack/medical/bruise_pack
  	name = "roll of gauze"
  	singular_name = "gauze length"
  