anchor.diff:  	display_results(user, target, "<span class='warning'>You screw up, sending a current through their body!</span>",
   		"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
   		"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
  -	H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
  +	H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
   	H.adjustFireLoss(10)
   	H.emote("flip")
   	H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
  
positive.code: 			"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
  			"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
  		H.emote("scream")
  		H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
  		H.adjustFireLoss(10)
  		H.emote("flip")
  		H.Jitter(100)
  		return FALSE
  	display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepares to pulse.</span>",
  		"[user] attaches the [tool] to [H]'s heart and prepares to pulse.",
  		"")
  	H.adjustBruteLoss(10)
  
negative.code: 			H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
  			H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
  		H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
  		H.visible_message("<span class='notice'>The [tool] zaps the heart, inducing several contractions before speeding up into a regular rhythm, [H]'s eyes snapping open with a loud gasp!</span>")
  		playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
  		H.set_heartattack(FALSE)
  		H.revive()
  