anchor.diff:  	tint = 3
   	flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
   	layer = MOB_LAYER
  +	obj_integrity = 100
  +	max_integrity = 100
   
   	var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
   
  
positive.code: 	if (sterile)
  		to_chat(user, "<span class='boldannounce'>It looks like the proboscis has been removed.</span>")
  
  /obj/item/clothing/mask/facehugger/attackby(obj/item/O,mob/m, params)
  	if(O.force)
  		Die()
  	return
  
  /obj/item/clothing/mask/facehugger/bullet_act(obj/item/projectile/P)
  	if(P.damage)
  		Die()
  
  /obj/item/clothing/mask/facehugger/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
  	if(exposed_temperature > 300)
  		Die()
  	return
  
  /obj/item/clothing/mask/facehugger/equipped(mob/M)
  	Attach(M)
  
negative.code: 	icon_state = "facehugger_impregnated"
  	item_state = "facehugger_impregnated"
  	stat = DEAD
  
  /obj/item/clothing/mask/facehugger/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
  	..()
  	if(integrity < 90)
  		Die()
  
  /obj/item/clothing/mask/facehugger/attack_alien(mob/user) //can be picked up by aliens
  	attack_hand(user)
  