anchor.diff:  	icon_state = "ointment"
   	lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
   	righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
  -	heal_burn = 40
  +	var/heal_burn = 40
   	self_delay = 20
   	grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10)
  +
  +/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
  +	if(M.stat == DEAD)
  +		to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
  +		return
  +	if(iscarbon(M))
  +		return heal_carbon(M, user, 0, heal_burn)
  +	to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
   
   /obj/item/stack/medical/ointment/suicide_act(mob/living/user)
   	user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
  
positive.code: 	icon_state = "brutepack"
  	lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
  	righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
  	heal_brute = 40
  	self_delay = 20
  	grind_results = list(/datum/reagent/medicine/styptic_powder = 10)
  
  /obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
  	user.visible_message("<span class='suicide'>[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
  
negative.code: 	resistance_flags = FLAMMABLE
  	max_integrity = 40
  	novariants = FALSE
  	item_flags = NOBLUDGEON
  	var/self_delay = 50
  
  /obj/item/stack/medical/attack(mob/living/M, mob/user)
  	. = ..()
  	if(!M.can_inject(user, TRUE))
  		return
  	if(M == user)
  		user.visible_message("<span class='notice'>[user] starts to apply \the [src] on [user.p_them()]self...</span>", "<span class='notice'>You begin applying \the [src] on yourself...</span>")
  		if(!do_mob(user, M, self_delay, extra_checks=CALLBACK(M, /mob/living/proc/can_inject, user, TRUE)))
  			return
  	if(heal(M, user))
  		log_combat(user, M, "healed", src.name)
  		use(1)
  
  
  /obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
  	return
  
  /obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
  	var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
  	if(!affecting) //Missing limb?
  		to_chat(user, "<span class='warning'>[C] doesn't have \a [parse_zone(user.zone_selected)]!</span>")
  		return
  	if(affecting.status == BODYPART_ORGANIC) //Limb must be organic to be healed - RR
  		if(affecting.brute_dam && brute || affecting.burn_dam && burn)
  			user.visible_message("<span class='green'>[user] applies \the [src] on [C]'s [affecting.name].</span>", "<span class='green'>You apply \the [src] on [C]'s [affecting.name].</span>")
  			if(affecting.heal_damage(brute, burn))
  				C.update_damage_overlays()
  			return TRUE
  		to_chat(user, "<span class='notice'>[C]'s [affecting.name] can not be healed with \the [src].</span>")
  		return
  	to_chat(user, "<span class='notice'>\The [src] won't work on a robotic limb!</span>")
  
  /obj/item/stack/medical/bruise_pack
  	name = "bruise pack"
  