anchor.diff:  	user.visible_message("<span class='notice'>[user] unhooks [defib] from [src].</span>", \
   	"<span class='notice'>You slide out [defib] from [src] and unhook the charging cables.</span>")
   	playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
  +	// Make sure processing ends before the defib is nulled
  +	end_processing()
   	defib = null
   	update_icon()
   
  
positive.code: 	wallframe_type = /obj/item/wallframe/defib_mount/charging
  
  /obj/machinery/defibrillator_mount/charging/process()
  	// Checks if there's both a defib and a cell. If one is null, we yeet outta
  	// here.
  	if(!(defib?.cell))
  		return
  
  	if(defib.cell.charge < defib.cell.maxcharge && is_operational())
  		use_power(100)
  		defib.cell.give(80)
  		update_icon()
  
  
  //wallframe, for attaching the mounts easily
  /obj/item/wallframe/defib_mount
  
negative.code: 		if(HAS_TRAIT(I, TRAIT_NODROP) || !user.transferItemToLoc(I, src))
  			to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
  			return
  		var/obj/item/defibrillator/new_defib = I
  		if(!new_defib.cell)
  			to_chat(user, "<span class='warning'>Only defibrilators containing a cell can be hooked up to [src]!</span>")
  			return
  		user.visible_message("<span class='notice'>[user] hooks up [I] to [src]!</span>", \
  		"<span class='notice'>You press [I] into the mount, and it clicks into place.</span>")
  		playsound(src, 'sound/machines/click.ogg', 50, TRUE)
  		// Make sure the defib is set before processing begins.
  		defib = I
  		begin_processing()
  		update_icon()
  		return
  	else if(defib && I == defib.paddles)
  