anchor.diff:  			brainHealFactor = (1 + (damage * (damage / (maxHealth / 2)))) / maxHealth	//higher healing rate the more damage the brain has, so to fully heal you really should get mannitol. 190 damage = 1.81 healed, 150 damage = 1.13 healed, 100 damage = 0.505 healed, 50 damage = 0.13 healed, 10 damage = 0.01 healed
   		C.adjustOrganLoss(ORGAN_SLOT_BRAIN, -brainHealFactor)
   
  -/obj/item/organ/liver/proc/liver_healing(var/toxinHealFactor)	//healing toxin damage and managing liver damage. parse a number or formula for toxinHealFactor if you want to override the default
  +/obj/item/organ/liver/proc/passiveLiverHeal(var/toxinHealFactor)	//healing toxin damage and managing liver damage. parse a number or formula for toxinHealFactor if you want to override the default
   	. = ..()
   	var/mob/living/carbon/C = owner
   	if(C.getToxLoss())	//don't bother if there isn't any toxin damage?
  
positive.code: /mob/living/carbon/Life()
  	. = ..()
  	fleshheal()
  
  /obj/item/organ/liver/on_life()
  	. = ..()
  	liver_healing()
  
  /obj/item/organ/brain/on_life()
  	. = ..()
  	brain_healing()
  
  /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
  
negative.code: 			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
  					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
  					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
  				to_chat(src, "<span class='notice'>You feel your [L.name]'s burns improving slowly.</span>")
  
  /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
  