anchor.diff:  /mob/living/proc/getTrail() //silicon and simple_animals don't get blood trails
       return null
   
  +/mob/living/proc/cuff_break(obj/item/I, mob/living/carbon/C)
  +
  +	if(HULK in usr.mutations)
  +		C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
  +		
  +	C.visible_message("<span class='danger'>[C] manages to break [I]!</span>", \
  +				"<span class='notice'>You successfully break [I].</span>")
  +	qdel(I)
  +
  +	if(C.handcuffed)
  +		C.update_inv_handcuffed(0)
  +		C.handcuffed = null
  +	else
  +		C.update_inv_legcuffed(0)
  +		C.legcuffed = null
  +		
  +		
  +/mob/living/proc/cuff_resist(obj/item/I, mob/living/carbon/C)
  +	var/breakouttime = 600
  +	var/displaytime = 1 
  +	if(istype(I, /obj/item/weapon/handcuffs))
  +		var/obj/item/weapon/handcuffs/HC = C.handcuffed
  +		breakouttime = HC.breakouttime
  +	else if(istype(I, /obj/item/weapon/legcuffs))
  +		var/obj/item/weapon/legcuffs/LC = C.legcuffed
  +		breakouttime = LC.breakouttime
  +	displaytime = breakouttime / 600
  +
  +	if(isalienadult(C) || HULK in usr.mutations)
  +		C.visible_message("<span class='warning'>[C] is trying to break [I]!</span>", \
  +				"<span class='warning'>You attempt to break [I]. (This will take around 5 seconds and you need to stand still.)</span>")
  +		spawn(0)
  +			if(do_after(C, 50))
  +				if(!I || C.buckled)
  +					return
  +				cuff_break(I, C)				
  +	else
  +			
  +		C.visible_message("<span class='warning'>[usr] attempts to remove [I]!</span>", \
  +				"<span class='notice'>You attempt to remove [I]. (This will take around [displaytime] minutes and you need to stand still.)</span>")
  +		spawn(0)
  +			if(do_after(C, breakouttime))
  +				if(!I || C.buckled)
  +					return 
  +				C.visible_message("<span class='danger'>[C] manages to remove [I]!</span>", \
  +						"<span class='notice'>You successfully remove [I].</span>")
  +
  +				if(C.handcuffed)
  +					C.handcuffed.loc = usr.loc
  +					C.update_inv_handcuffed(0)
  +					C.handcuffed = null
  +				else
  +					C.legcuffed.loc = usr.loc
  +					C.update_inv_legcuffed(0)
  +					C.legcuffed = null
  +
   /mob/living/verb/resist()
   	set name = "Resist"
   	set category = "IC"
  
positive.code: 					"<span class='notice'>You extinguish yourself.</span>")
  				ExtinguishMob()
  			return
  		if(CM.handcuffed && CM.canmove && (CM.last_special <= world.time))
  			CM.changeNext_move(100)
  			CM.last_special = world.time + 100
  			if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
  				CM.visible_message("<span class='warning'>[CM] is trying to break [CM.handcuffed]!</span>", \
  							"<span class='notice'>You attempt to break [CM.handcuffed]. (This will take around 5 seconds and you need to stand still.)</span>")
  				spawn(0)
  					if(do_after(CM, 50))
  						if(!CM.handcuffed || CM.buckled)
  							return
  						CM.visible_message("<span class='danger'>[CM] manages to break [CM.handcuffed]!</span>" , \
  										"<span class='notice'>You successfully break [CM.handcuffed]!</span>")
  						CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
  						qdel(CM.handcuffed)
  						CM.handcuffed = null
  						CM.update_inv_handcuffed(0)
  			else
  				var/obj/item/weapon/handcuffs/HC = CM.handcuffed
  				var/breakouttime = 600 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
  				var/displaytime = 2 //Minutes to display in the "this will take X minutes."
  				if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
  					breakouttime = HC.breakouttime
  					displaytime = breakouttime / 600 //Minutes
  				CM.visible_message("<span class='warning'>[usr] attempts to remove [HC]!</span>", \
  						"<span class='notice'>You attempt to remove [HC]. (This will take around [displaytime] minutes and you need to stand still.)</span>")
  				spawn(0)
  					if(do_after(CM, breakouttime))
  						if(!CM.handcuffed || CM.buckled)
  							return // time leniency for lag which also might make this whole thing pointless but the server
  						CM.visible_message("<span class='danger'>[CM] manages to remove [CM.handcuffed]!</span>", \
  										"<span class='notice'>You successfully remove [CM.handcuffed].</span>")
  						CM.handcuffed.loc = usr.loc
  						CM.handcuffed = null
  						CM.update_inv_handcuffed(0)
  		else if(CM.legcuffed && CM.canmove && (CM.last_special <= world.time))
  			CM.changeNext_move(100)
  			CM.last_special = world.time + 100
  			if(isalienadult(CM) || (HULK in usr.mutations))//Don't want to do a lot of logic gating here.
  				CM.visible_message("<span class='warning'>[CM] is trying to break [CM.legcuffed]!</span>", \
  						"<span class='notice'>You attempt to break [CM.legcuffed]. (This will take around 5 seconds and you need to stand still.)</span>")
  				spawn(0)
  					if(do_after(CM, 50))
  						if(!CM.legcuffed || CM.buckled)
  							return
  						CM.visible_message("<span class='danger'>[CM] manages to break [CM.legcuffed]!</span>", \
  											"<span class='notice'>You successfully break [CM.legcuffed].</span>")
  						CM.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
  						qdel(CM.legcuffed)
  						CM.legcuffed = null
  						CM.update_inv_legcuffed(0)
  			else
  				var/obj/item/weapon/legcuffs/HC = CM.legcuffed
  				var/breakouttime = 600 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
  				var/displaytime = 2 //Minutes to display in the "this will take X minutes."
  				if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
  					breakouttime = HC.breakouttime
  					displaytime = breakouttime / 600 //Minutes
  				CM.visible_message("<span class='warning'>[CM] attempts to remove [HC]!</span>", \
  						"<span class='notice'>You attempt to remove [HC]. (This will take around [displaytime] minutes and you need to stand still.)</span>")
  				spawn(0)
  					if(do_after(CM, breakouttime))
  						if(!CM.legcuffed || CM.buckled)
  							return	//time leniency for lag which also might make this whole thing pointless but the server
  						CM.visible_message("<span class='danger'>[CM] manages to remove [CM.legcuffed]!</span>", \
  											"<span class='notice'>You successfully remove [CM.legcuffed].</span>")
  						CM.legcuffed.loc = usr.loc
  						CM.legcuffed = null
  						CM.update_inv_legcuffed(0)
  
  
  /mob/living/proc/get_visible_name()
  
negative.code: 			if(what && Adjacent(who))
  				src.unEquip(what)
  				who.equip_to_slot_if_possible(what, where, 0, 1)
  