anchor.diff:  /obj/proc/reset_shocked()
   	obj_flags &= ~BEING_SHOCKED
   
  -//the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
  +///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
   /obj/proc/deconstruct(disassembled = TRUE)
   	SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
   	qdel(src)
   
  -//what happens when the obj's health is below integrity_failure level.
  +///called after the obj takes damage and integrity is below integrity_failure level
   /obj/proc/obj_break(damage_flag)
   	return
   
  -//what happens when the obj's integrity reaches zero.
  +///what happens when the obj's integrity reaches zero.
   /obj/proc/obj_destruction(damage_flag)
   	if(damage_flag == "acid")
   		acid_melt()
  
positive.code: 	addtimer(CALLBACK(src, .proc/reset_shocked), 10)
  
  //The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
  //Only tesla coils and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
  /obj/proc/tesla_buckle_check(var/strength)
  	if(has_buckled_mobs())
  		for(var/m in buckled_mobs)
  
negative.code: 	if(!acid_level)
  		return 0
  
  ///called when the obj is destroyed by acid.
  /obj/proc/acid_melt()
  	SSacid.processing -= src
  	deconstruct(FALSE)
  
  //// FIRE
  
  ///Called when the obj is exposed to fire.
  /obj/fire_act(exposed_temperature, exposed_volume)
  	if(isturf(loc))
  		var/turf/T = loc
  