anchor.diff:  			M.putItemFromInventoryInHandIfPossible(src, H.held_index)
   
   /obj/item/defibrillator/screwdriver_act(mob/living/user, obj/item/tool)
  -	if(cell)
  -		cell.update_appearance()
  -		cell.forceMove(get_turf(src))
  -		cell = null
  -		tool.play_tool_sound(src, 50)
  -		to_chat(user, span_notice("You remove the cell from [src]."))
  -		update_power()
  +	if(!cell || !cell_removable)
  +		return FALSE
  +
  +	cell.update_appearance()
  +	cell.forceMove(get_turf(src))
  +	balloon_alert(user, "removed [cell]")
  +	cell = null
  +	tool.play_tool_sound(src, 50)
  +	update_power()
  +	return TRUE
   
   /obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
   	if(W == paddles)
  
positive.code: 	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
  
  	var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
  	var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
  	var/safety = TRUE //if you can zap people with the defibs on harm mode
  	var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
  	var/obj/item/shockpaddles/paddles
  	var/obj/item/stock_parts/cell/high/cell
  	var/combat = FALSE //if true, revive through space suits, allow for combat shocking
  	var/cooldown_duration = 5 SECONDS//how long does it take to recharge
  	/// The icon state for the paddle overlay, not applied if null
  	var/paddle_state = "defibunit-paddles"
  	/// The icon state for the powered on overlay, not applied if null
  
negative.code: 	paddle_state = "defibcombat-paddles"
  	powered_state = null
  	emagged_state = null
  
  /obj/item/defibrillator/compact/combat/loaded
  	cell_removable = FALSE // Don't let people just have an infinite power cell
  
  /obj/item/defibrillator/compact/combat/loaded/Initialize(mapload)
  	. = ..()
  