anchor.diff:  	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
   
   	var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
  -	var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
  -	var/safety = TRUE //if you can zap people with the defibs on harm mode
  -	var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
  +	/// If the paddles are equipped (1) or on the defib (0)
  +	var/on = FALSE
  +	/// If you can zap people with the defibs on harm mode
  +	var/safety = TRUE
  +	/// If there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
  +	var/powered = FALSE
  +	/// If the cell can be removed via screwdriver
  +	var/cell_removable = TRUE
   	var/obj/item/shockpaddles/paddles
   	var/obj/item/stock_parts/cell/high/cell
  -	var/combat = FALSE //if true, revive through space suits, allow for combat shocking
  -	var/cooldown_duration = 5 SECONDS//how long does it take to recharge
  +	/// If true, revive through space suits, allow for combat shocking
  +	var/combat = FALSE
  +	/// How long does it take to recharge
  +	var/cooldown_duration = 5 SECONDS
   	/// The icon state for the paddle overlay, not applied if null
   	var/paddle_state = "defibunit-paddles"
   	/// The icon state for the powered on overlay, not applied if null
  
positive.code: 
  /obj/item/defibrillator/examine(mob/user)
  	. = ..()
  	if(cell)
  		. += span_notice("Use a screwdriver to remove the cell.")
  	else
  
negative.code: 	paddle_state = "defibcombat-paddles"
  	powered_state = null
  	emagged_state = null
  
  /obj/item/defibrillator/compact/combat/loaded
  	cell_removable = FALSE // Don't let people just have an infinite power cell
  
  /obj/item/defibrillator/compact/combat/loaded/Initialize(mapload)
  	. = ..()
  