anchor.diff:  			if(L.burn_dam > 0)	//both brute and burn damage detected
   				if(L.heal_damage(bruteHealFactor, burnHealFactor, null, BODYPART_ORGANIC))	//heal both damages
   					update_damage_overlays()
  -				if(prob(1) && sendhealmessage)
  -					sendhealmessage = FALSE
  +				if(prob(1) && sendHealMessage)
  +					sendHealMessage = FALSE
   					to_chat(src, "<span class='notice'>You feel your [L.name]'s bruising and burns recovering slowly.</span>")
   			else	//just brute damage detected
   				if(L.heal_damage(bruteHealFactor, null, null, BODYPART_ORGANIC))	//heal brute only
   					update_damage_overlays()
  -				if(prob(1) && sendhealmessage)
  -					sendhealmessage = FALSE
  +				if(prob(1) && sendHealMessage)
  +					sendHealMessage = FALSE
   					to_chat(src, "<span class='notice'>You feel your [L.name]'s bruises slowly healing.</span>")
   		else if (L.burn_dam > 0)	//just burn damage
   			if(L.heal_damage(null, burnHealFactor, null, BODYPART_ORGANIC))	//heal burn only
   				update_damage_overlays()
  -			if(prob(1) && sendhealmessage)
  -				sendhealmessage = FALSE
  +			if(prob(1) && sendHealMessage)
  +				sendHealMessage = FALSE
   				to_chat(src, "<span class='notice'>You feel your [L.name]'s burns improving slowly.</span>")
   
  -/obj/item/organ/brain/proc/brain_healing(var/brainHealFactor, var/extraDelay = 0)	//healing brain damage, inverse curve so higher damage = faster healing rate. can override heal factor to give a different / faster formula. extraDelay to specify extra or less time before being healed if you were damaged recently. -50 = 0 second delay for healing if you got brain damaged
  +/obj/item/organ/brain/proc/passiveBrainHeal(var/brainHealFactor, var/extraDelay = 0)	//healing brain damage, inverse curve so higher damage = faster healing rate. can override heal factor to give a different / faster formula. extraDelay to specify extra or less time before being healed if you were damaged recently. -50 = 0 second delay for healing if you got brain damaged
   	. = ..()
   	var/mob/living/carbon/C = owner
   	if(world.time > timeSinceDamaged + 50 + extraDelay)	//start brain healing *only* if it has been more than 5 seconds since last damaged, plus extraDelay
  
positive.code: 	. = ..()
  	timeSinceDamaged = world.time
  
  /mob/living/carbon/proc/fleshheal(var/bruteHealFactor, var/burnHealFactor, var/calculateMissing = TRUE)	//healing brute & burn damage, parse in bruteHealFactor or burnHealFactor if you want to override the default formula. set calculateMissing to false if you don't want the other type of damage to get healed, e.g. you get super fast brute damage healing but cant heal burn as a resul
  	. = ..()
  	var/list/parts = get_damaged_bodyparts(1,1, null, BODYPART_ORGANIC)
  	var/generalHealFactor = 0
  	var/sendhealmessage = TRUE	//don't want to send the message more than once in one go
  	if(!parts.len)	//don't bother wasting cycles on this if there's nothing to even heal
  		return
  
  
negative.code: /mob/living/carbon/Life()
  	. = ..()
  	passiveFleshHeal()
  
  /obj/item/organ/liver/on_life()
  	. = ..()
  	passiveLiverHeal()
  
  /obj/item/organ/brain/on_life()
  	. = ..()
  	passiveBrainHeal()
  
  /obj/item/organ/brain	//can move this and the applyOrganDamage proc to general organs if we want to set delays for other organs
  	var/timeSinceDamaged = 0
  