anchor.diff:  /obj/proc/reset_shocked()
   	obj_flags &= ~BEING_SHOCKED
   
  -//the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
  +///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
   /obj/proc/deconstruct(disassembled = TRUE)
   	SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
   	qdel(src)
   
  -//what happens when the obj's health is below integrity_failure level.
  +///called after the obj takes damage and integrity is below integrity_failure level
   /obj/proc/obj_break(damage_flag)
   	return
   
  -//what happens when the obj's integrity reaches zero.
  +///what happens when the obj's integrity reaches zero.
   /obj/proc/obj_destruction(damage_flag)
   	if(damage_flag == "acid")
   		acid_melt()
  
positive.code: 		armor_protection = CLAMP(armor_protection - armour_penetration, min(armor_protection, 0), 100)
  	return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
  
  //the sound played when the obj is damaged.
  /obj/proc/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
  	switch(damage_type)
  		if(BRUTE)
  
negative.code: 			acid_level = min(acid_level + acidpwr * acid_volume, acid_cap)
  		return 1
  
  ///the proc called by the acid subsystem to process the acid that's on the obj
  /obj/proc/acid_processing()
  	. = 1
  	if(!(resistance_flags & ACID_PROOF))
  