anchor.diff:  	heal_brute = 12
   	origin_tech = "biotech=1"
   
  +/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
  +	if(..())
  +		return 1
  +
  +	if (istype(M, /mob/living/carbon/human))
  +		var/mob/living/carbon/human/H = M
  +		var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
  +
  +		if(!affecting.bandage())
  +			user << "\red The wounds on [M]'s [affecting.display_name] have already been treated."
  +			return 1
  +		else
  +			for (var/datum/wound/W in affecting.wounds)
  +				if (W.internal)
  +					continue
  +				if (W.current_stage <= W.max_bleeding_stage)
  +					user.visible_message( 	"\blue [user] cleans [W.desc] on [M]'s [affecting.display_name] and seals edges with bioglue.", \
  +									"\blue You clean and seal [W.desc] on [M]'s [affecting.display_name]." )
  +					//H.add_side_effect("Itch")
  +				else if (istype(W,/datum/wound/bruise))
  +					user.visible_message( 	"\blue [user] places medicine patch over [W.desc] on [M]'s [affecting.display_name].", \
  +									"\blue You place medicine patch over [W.desc] on [M]'s [affecting.display_name]." )
  +				else
  +					user.visible_message( 	"\blue [user] smears some bioglue over [W.desc] on [M]'s [affecting.display_name].", \
  +									"\blue You smear some bioglue over [W.desc] on [M]'s [affecting.display_name]." )
  +			affecting.heal_damage(heal_brute,0)
  +			use(1)
  +
   /obj/item/stack/medical/advanced/ointment
   	name = "advanced burn kit"
   	singular_name = "advanced burn kit"
  
positive.code: 
  /obj/item/stack/medical/splint/single
  	amount = 1
  
negative.code: 	gender = PLURAL
  	singular_name = "ointment"
  	icon_state = "ointment"
  	heal_burn = 1
  	origin_tech = "biotech=1"
  
  /obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
  	if(..())
  		return 1
  
  	if (istype(M, /mob/living/carbon/human))
  		var/mob/living/carbon/human/H = M
  		var/datum/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
  
  		if(!affecting.salve())
  			user << "\red The wounds on [M]'s [affecting.display_name] have already been salved."
  			return 1
  		else
  			user.visible_message( 	"\blue [user] salves wounds on [M]'s [affecting.display_name].", \
  									"\blue You salve wounds on [M]'s [affecting.display_name]." )
  			use(1)
  
  /obj/item/stack/medical/bruise_pack/tajaran
  	name = "\improper S'rendarr's Hand leaf"
  