anchor.diff:  	lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
   	righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
   	heal_brute = 40
  -	self_delay = 40
  -	other_delay = 20
  +	self_delay = 4 SECONDS
  +	other_delay = 2 SECONDS
   	grind_results = list(/datum/reagent/medicine/c2/libital = 10)
   	merge_type = /obj/item/stack/medical/bruise_pack
  -
  -/obj/item/stack/medical/bruise_pack/heal(mob/living/M, mob/user)
  -	if(M.stat == DEAD)
  -		to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
  -		return
  -	if(isanimal(M))
  -		var/mob/living/simple_animal/critter = M
  -		if (!(critter.healable))
  -			to_chat(user, "<span class='warning'>You cannot use \the [src] on [M]!</span>")
  -			return FALSE
  -		else if (critter.health == critter.maxHealth)
  -			to_chat(user, "<span class='notice'>[M] is at full health.</span>")
  -			return FALSE
  -		user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
  -		M.heal_bodypart_damage((heal_brute/2))
  -		return TRUE
  -	if(iscarbon(M))
  -		return heal_carbon(M, user, heal_brute, heal_burn)
  -	to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
   
   /obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
   	user.visible_message("<span class='suicide'>[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
  
positive.code: 
  /obj/item/stack/medical/aloe
  	name = "aloe cream"
  	desc = "A healing paste you can apply on wounds."
  
  	gender = PLURAL
  	singular_name = "aloe cream"
  	icon_state = "aloe_paste"
  	self_delay = 20
  	other_delay = 10
  	novariants = TRUE
  	amount = 20
  	max_amount = 20
  	repeating = TRUE
  	var/heal = 3
  	grind_results = list(/datum/reagent/consumable/aloejuice = 1)
  	merge_type = /obj/item/stack/medical/aloe
  
  /obj/item/stack/medical/aloe/heal(mob/living/M, mob/user)
  	. = ..()
  	if(M.stat == DEAD)
  		to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
  		return FALSE
  	if(iscarbon(M))
  		return heal_carbon(M, user, heal, heal)
  	if(isanimal(M))
  		var/mob/living/simple_animal/critter = M
  		if (!(critter.healable))
  			to_chat(user, "<span class='warning'>You cannot use \the [src] on [M]!</span>")
  			return FALSE
  		else if (critter.health == critter.maxHealth)
  			to_chat(user, "<span class='notice'>[M] is at full health.</span>")
  			return FALSE
  		user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
  		M.heal_bodypart_damage(heal, heal)
  		return TRUE
  
  	to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
  
  	/*
  	The idea is for these medical devices to work like a hybrid of the old brute packs and tend wounds,
  	they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat.
  	However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes.
  
  	The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field.
  	 */
  
  /obj/item/stack/medical/bone_gel
  	name = "bone gel"
  
negative.code: 	. = ..()
  	try_heal(M, user)
  
  /// In which we print the message that we're starting to heal someone, then we try healing them. Does the do_after whether or not it can actually succeed on a targeted mob
  /obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE)
  	if(!patient.can_inject(user, TRUE))
  		return
  	if(patient == user)
  		if(!silent)
  			user.visible_message("<span class='notice'>[user] starts to apply [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying [src] on yourself...</span>")
  		if(!do_mob(user, patient, self_delay, extra_checks=CALLBACK(patient, /mob/living/proc/can_inject, user, TRUE)))
  			return
  	else if(other_delay)
  		if(!silent)
  			user.visible_message("<span class='notice'>[user] starts to apply [src] on [patient].</span>", "<span class='notice'>You begin applying [src] on [patient]...</span>")
  		if(!do_mob(user, patient, other_delay, extra_checks=CALLBACK(patient, /mob/living/proc/can_inject, user, TRUE)))
  			return
  
  	if(heal(patient, user))
  		log_combat(user, patient, "healed", src.name)
  		use(1)
  		if(repeating && amount > 0)
  			try_heal(patient, user, TRUE)
  
  /// Apply the actual effects of the healing if it's a simple animal, goes to [/obj/item/stack/medical/proc/heal_carbon] if it's a carbon, returns TRUE if it works, FALSE if it doesn't
  /obj/item/stack/medical/proc/heal(mob/living/patient, mob/user)
  	if(patient.stat == DEAD)
  		to_chat(user, "<span class='warning'>[patient] is dead! You can not help [patient.p_them()].</span>")
  		return
  	if(isanimal(patient) && heal_brute) // only brute can heal
  		var/mob/living/simple_animal/critter = patient
  		if (!critter.healable)
  			to_chat(user, "<span class='warning'>You cannot use [src] on [patient]!</span>")
  			return FALSE
  		else if (critter.health == critter.maxHealth)
  			to_chat(user, "<span class='notice'>[patient] is at full health.</span>")
  			return FALSE
  		user.visible_message("<span class='green'>[user] applies [src] on [patient].</span>", "<span class='green'>You apply [src] on [patient].</span>")
  		patient.heal_bodypart_damage((heal_brute * 0.5))
  		return TRUE
  	if(iscarbon(patient))
  		return heal_carbon(patient, user, heal_brute, heal_burn)
  	to_chat(user, "<span class='warning'>You can't heal [patient] with [src]!</span>")
  
  /// The healing effects on a carbon patient. Since we have extra details for dealing with bodyparts, we get our own fancy proc. Still returns TRUE on success and FALSE on fail
  /obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
  	var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
  	if(!affecting) //Missing limb?
  		to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
  		return FALSE
  	if(affecting.status != BODYPART_ORGANIC) //Limb must be organic to be healed - RR
  		to_chat(user, "<span class='warning'>[src] won't work on a robotic limb!</span>")
  		return FALSE
  	if(affecting.brute_dam && brute || affecting.burn_dam && burn)
  		user.visible_message("<span class='green'>[user] applies [src] on [C]'s [affecting.name].</span>", "<span class='green'>You apply [src] on [C]'s [affecting.name].</span>")
  		var/previous_damage = affecting.get_damage()
  		if(affecting.heal_damage(brute, burn))
  			C.update_damage_overlays()
  		post_heal_effects(max(previous_damage - affecting.get_damage(), 0), C, user)
  		return TRUE
  	to_chat(user, "<span class='warning'>[C]'s [affecting.name] can not be healed with [src]!</span>")
  	return FALSE
  
  ///Override this proc for special post heal effects.
  /obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
  