anchor.diff:  	if(armed && isturf(src.loc))
   		if(isliving(AM))
   			var/mob/living/L = AM
  -			var/snap = 0
  +			var/snap = FALSE
   			var/def_zone = BODY_ZONE_CHEST
   			if(iscarbon(L))
   				var/mob/living/carbon/C = L
  -				snap = 1
   				if(!C.lying)
   					def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
   					if(!C.legcuffed && C.get_num_legs(FALSE) >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
  +						snap = TRUE
   						C.legcuffed = src
   						forceMove(C)
   						C.update_equipment_speed_mods()
  
positive.code: 			else if(isanimal(L))
  				var/mob/living/simple_animal/SA = L
  				if(SA.mob_size > MOB_SIZE_TINY)
  					snap = 1
  			if(L.movement_type & FLYING)
  				snap = 0
  			if(snap)
  				armed = 0
  				icon_state = "[initial(icon_state)][armed]"
  				playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
  				L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
  						"<span class='userdanger'>You trigger \the [src]!</span>")
  				L.apply_damage(trap_damage,BRUTE, def_zone)
  	..()
  
  /obj/item/restraints/legcuffs/beartrap/energy
  	name = "energy snare"
  	armed = 1
  	icon_state = "e_snare"
  	trap_damage = 0
  	item_flags = DROPDEL
  
negative.code: 	throw_range = 1
  	icon_state = "beartrap"
  	desc = "A trap used to catch bears and other legged creatures."
  	var/armed = FALSE
  	var/trap_damage = 20
  
  /obj/item/restraints/legcuffs/beartrap/Initialize()
  