anchor.diff:  	else
   		if(user.a_intent == "harm" && !defib.safety)
   			busy = 1
  -			H.visible_message("<span class='danger'>[M.name] has been touched with [src] by [user]!</span>")
  +			H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
  +					"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
   			H.adjustStaminaLoss(50)
   			H.Weaken(5)
   			H.updatehealth() //forces health update before next life tick
  -			playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
  +			playsound(get_turf(src), 'sound/weapons/defib_zap.ogg', 50, 1, -1)
   			H.emote("gasp")
   			add_logs(user, M, "stunned", object="defibrillator")
   			defib.deductcharge(revivecost)
  
positive.code: 
  	update_icon()
  	return
  
  /obj/item/weapon/defibrillator/emp_act(severity)
  	if(bcell)
  
negative.code: 							add_logs(user, M, "revived", object="defibrillator")
  						else
  							if(tplus > tlimit)
  								user.visible_message("<span class='warning'>[defib] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
  							else if(total_burn >= 180 || total_brute >= 180)
  								user.visible_message("<span class='warning'>[defib] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
  							else
  								user.visible_message("<span class='warning'>[defib] buzzes: Resuscitation failed.</span>")
  								if(ghost)
  									ghost << "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)"
  									ghost << sound('sound/effects/genetics.ogg')
  