anchor.diff:  		user << "<span class='notice'>The instructions on [defib] don't mention how to revive that...</span>"
   		return
   	else
  -		if(user.a_intent == "harm" && defib.emagged)
  +		if(user.a_intent == "harm" && !defib.safety)
   			busy = 1
   			H.visible_message("<span class='danger'>[M.name] has been touched with [src] by [user]!</span>")
  -			H.Weaken(10)
  +			H.adjustStaminaLoss(50)
   			H.adjustFireLoss(10)
   			H.updatehealth() //forces health update before next life tick
   			playsound(get_turf(src), 'sound/weapons/Egloves.ogg', 50, 1, -1)
  
positive.code: 			user << "<span class='notice'>You install a cell in [src].</span>"
  
  	if(istype(W, /obj/item/weapon/card/emag))
  		if(emagged == 0)
  			emagged = 1
  			usr << "<span class='notice'>[W] disables [src]'s safety protocols"
  		else
  			emagged = 0
  			usr << "<span class='notice'>[W] enables [src]'s safety protocols"
  
  	if(istype(W, /obj/item/weapon/screwdriver))
  		if(bcell)
  
negative.code: 		overlays += "defibunit-powered"
  	if(!bcell)
  		overlays += "defibunit-nocell"
  	if(!safety)
  		overlays += "defibunit-emagged"
  
  /obj/item/weapon/defibrillator/proc/update_charge()
  