anchor.diff:  			var/mob/living/carbon/human/H = owner
   			H.vessel.remove_reagent("blood",blood_loss)
   			H << "<span class = 'userdanger'>You have to keep pumping your blood!</span>"
  -			if(H.client)
  -				H.client.color = "red" //bloody screen so real
  +			if(add_colour)
  +				H.add_client_colour(/datum/client_colour/cursed_heart_blood) //bloody screen so real
  +				add_colour = FALSE
   		else
   			last_pump = world.time //lets be extra fair *sigh*
   
  
positive.code: 		var/mob/living/carbon/human/H = owner
  		if(istype(H))
  			H.vessel.add_reagent("blood",(cursed_heart.blood_loss*0.5))//gain half the blood back from a failure
  			if(owner.client)
  				owner.client.color = ""
  
  			H.adjustBruteLoss(-cursed_heart.heal_brute)
  			H.adjustFireLoss(-cursed_heart.heal_burn)
  			H.adjustOxyLoss(-cursed_heart.heal_oxy)
  
  
  /obj/item/organ/internal/lungs
  
negative.code: 	origin_tech = "biotech=5"
  	actions_types = list(/datum/action/item_action/organ_action/cursed_heart)
  	var/last_pump = 0
  	var/add_colour = TRUE //So we're not constantly recreating colour datums
  	var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal)
  	var/blood_loss = 100 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?)
  
  