anchor.diff:  			busy = 1
   			update_icon()
   			if(do_after(user, 30)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
  +				for(var/obj/item/carried_item in H.contents)
  +					if((istype(carried_item, /obj/item/clothing/suit/armor)) || (istype(carried_item, /obj/item/clothing/suit/space)))
  +						user.visible_message("<span class='notice'>[defib] buzzes: Patient's chest is obscured. Operation aborted.</span>")
  +						playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 50, 0)
  +						busy = 0
  +						update_icon()
  +						return
   				user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
   				playsound(get_turf(src), 'sound/weapons/flash.ogg', 50, 0)
   				var/isghosted = !H.key && H.mind
   				var/tplus = world.time - H.timeofdeath
  -				var/tlimit = 1500 //past this much time the subject is unrecoverable
  -				var/tloss = 900 //but brain damage starts setting in after some time
  +				var/tlimit = 1800 //past this much time the subject is unrecoverable, currently 3m
  +				var/tloss = 900 //brain damage starts setting in after some time, currently 1m30s
   				if(do_after(user, 20)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
   					if(H.stat == 2)
   						var/health = H.health
  -						var/chance = 90
  -						for(var/obj/item/carried_item in H.contents)
  -							if(istype(carried_item, /obj/item/clothing/suit/armor))
  -								chance = 25
   						M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
   						playsound(get_turf(src), "bodyfall", 50, 1)
   						playsound(get_turf(src), 'sound/weapons/Egloves.ogg', 50, 1, -1)
  -						if(H.health <= -100 && !H.suiciding && prob(chance) && !isghosted && tplus < tlimit && !NOCLONE in H.mutations)
  +						if(H.health <= -100 && !H.suiciding && !isghosted && (tplus < tlimit) && (!NOCLONE in H.mutations))
   							tobehealed = health + threshold
  -							tobehealed -= 5 //They get 5 health in crit to heal the person or inject stabilizers
  +							tobehealed -= 5 //They get oxy/tox loss healed to give some time to stabilize crit patient.
   							H.adjustOxyLoss(tobehealed)
  +							H.adjustToxLoss(tobehealed)
   							user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
   							playsound(get_turf(src), 'sound/machines/ping.ogg', 50, 0)
   							H.stat = 1
  
positive.code: /obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, var/mob/living/carbon/human/M, var/obj/O)
  	if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator))	//To avoid weird issues from admin spawns
  		M.unEquip(O)
  		qdel(0)
  		return 0
  	else
  		return 1
  
negative.code: /obj/item/weapon/defibrillator/verb/toggle_paddles()
  	set name = "Toggle Paddles"
  	set category = "Object"
  
  	var/mob/living/carbon/human/user = usr
  	if(!on)
  		//Detach the paddles into the user's hands
  		if(!usr.put_in_hands(paddles))
  			on = 0
  			user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
  			update_icon()
  			return
  		on = 1
  		paddles.loc = user
  	else
  		//Remove from their hands and back onto the defib unit
  		remove_paddles(user)
  	update_icon()
  	return
  
  