anchor.diff:  /obj/item/organ/heart/nightmare/Remove(mob/living/carbon/M, special = 0)
   	respawn_progress = 0
   	if(blade && special != HEART_SPECIAL_SHADOWIFY)
  +		M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
   		QDEL_NULL(blade)
  -		M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
   	..()
   
   /obj/item/organ/heart/nightmare/Stop()
  
positive.code: 	. = ..()
  	if(!proximity)
  		return
  	if(isopenturf(AM)) //So you can actually melee with it
  		return
  	if(isliving(AM))
  		var/mob/living/L = AM
  		if(iscyborg(AM))
  			var/mob/living/silicon/robot/borg = AM
  			if(!borg.lamp_cooldown)
  				borg.update_headlamp(TRUE, INFINITY)
  				to_chat(borg, "<span class='danger'>Your headlamp is fried! You'll need a human to help replace it.</span>")
  		else
  			for(var/obj/item/O in AM)
  				if(O.light_range && O.light_power)
  
negative.code: 	. = ..()
  	to_chat(C, "[info_text]")
  
  	C.fully_replace_character_name("[pick(GLOB.nightmare_names)]")
  
  /datum/species/shadow/nightmare/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
  	var/turf/T = H.loc
  