anchor.diff:  			return
   
   		playsound(src, 'sound/effects/femur_breaker.ogg', 100, FALSE)
  -		H.Stun(32)
  -		addtimer(CALLBACK(src, .proc/damage_leg, H), 32, TIMER_UNIQUE)
  +		H.Stun(BREAKER_ANIMATION_LENGTH)
  +		addtimer(CALLBACK(src, .proc/damage_leg, H), BREAKER_ANIMATION_LENGTH, TIMER_UNIQUE)
   		log_combat(user, H, "femur broke", src)
   
   	slat_status = BREAKER_SLAT_DROPPED
  
positive.code: 	layer = ABOVE_MOB_LAYER
  	var/slat_status = BREAKER_SLAT_RAISED
  	var/current_action = 0 // What's currently happening to the femur breaker
  
  /obj/structure/femur_breaker/Initialize()
  	LAZYINITLIST(buckled_mobs)
  	. = ..()
  
  /obj/structure/femur_breaker/examine(mob/user)
  	..()
  
negative.code: #define BREAKER_ANIMATION_LENGTH 32
  #define BREAKER_SLAT_RAISED     1
  #define BREAKER_SLAT_MOVING     2
  #define BREAKER_SLAT_DROPPED    3
  