anchor.diff:  	icon_state = "gland"
   
   /obj/item/organ/gland/limb/activate()
  +	var/limb_dropped
   	if(istype(owner, /mob/living/carbon/human))
   		var/mob/living/carbon/human/H = owner
   		for(var/obj/item/bodypart/BP in H.bodyparts)
  
positive.code: 	gibs(L.loc)
  	var/obj/effect/decal/remains/human/G = new /obj/effect/decal/remains/human(L.loc)
  	L.forceMove(G)
  	if(!(MUTE in L.disabilities))
  		L.disabilities |= MUTE
  		already_mute = 0
  	L.reset_perspective(L)
  	new /obj/effect/overlay/temp/gib_animation(T, "gibbed-h")
  	remains = G
  
negative.code: 	icon_state = "gib"
  	var/gibs = 0
  	var/remains
  	var/already_mute
  
  /obj/item/organ/gland/gib/activate()
  	gibs = 0
  