anchor.diff:  			brainHealFactor = (1 + (damage * (damage / (maxHealth / 2)))) / maxHealth	//higher healing rate the more damage the brain has, so to fully heal you really should get mannitol. 190 damage = 1.81 healed, 150 damage = 1.13 healed, 100 damage = 0.505 healed, 50 damage = 0.13 healed, 10 damage = 0.01 healed
   		C.adjustOrganLoss(ORGAN_SLOT_BRAIN, -brainHealFactor)
   
  -/obj/item/organ/liver/proc/liver_healing(var/toxinHealFactor)	//healing toxin damage and managing liver damage. parse a number or formula for toxinHealFactor if you want to override the default
  +/obj/item/organ/liver/proc/passiveLiverHeal(var/toxinHealFactor)	//healing toxin damage and managing liver damage. parse a number or formula for toxinHealFactor if you want to override the default
   	. = ..()
   	var/mob/living/carbon/C = owner
   	if(C.getToxLoss())	//don't bother if there isn't any toxin damage?
  
positive.code: 	. = ..()
  	timeSinceDamaged = world.time
  
  /mob/living/carbon/proc/fleshheal(var/bruteHealFactor, var/burnHealFactor, var/calculateMissing = TRUE)	//healing brute & burn damage, parse in bruteHealFactor or burnHealFactor if you want to override the default formula. set calculateMissing to false if you don't want the other type of damage to get healed, e.g. you get super fast brute damage healing but cant heal burn as a resul
  	. = ..()
  	var/list/parts = get_damaged_bodyparts(1,1, null, BODYPART_ORGANIC)
  	var/generalHealFactor = 0
  	var/sendhealmessage = TRUE	//don't want to send the message more than once in one go
  	if(!parts.len)	//don't bother wasting cycles on this if there's nothing to even heal
  		return
  
  
negative.code: /mob/living/carbon/Life()
  	. = ..()
  	passiveFleshHeal()
  
  /obj/item/organ/liver/on_life()
  	. = ..()
  	passiveLiverHeal()
  
  /obj/item/organ/brain/on_life()
  	. = ..()
  	passiveBrainHeal()
  
  /obj/item/organ/brain	//can move this and the applyOrganDamage proc to general organs if we want to set delays for other organs
  	var/timeSinceDamaged = 0
  