anchor.diff:  
   	playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
   
  +	// Shake animation
  +	if (incapacitated())
  +		var/direction = rand(50) ? -1 : 1
  +		animate(src, pixel_x = pixel_x + SHAKE_ANIMATION_OFFSET * direction, time = 1, easing = QUAD_EASING | EASE_OUT)
  +		animate(pixel_x = pixel_x - (SHAKE_ANIMATION_OFFSET * 2 * direction), time = 1)
  +		animate(pixel_x = pixel_x + SHAKE_ANIMATION_OFFSET * direction, time = 1, easing = QUAD_EASING | EASE_IN)
  +
   /// Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
   /mob/living/carbon/proc/check_self_for_injuries()
   	if(stat == DEAD || stat == UNCONSCIOUS)
  
positive.code: /mob/living/carbon/get_eye_protection()
  	. = ..()
  	var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
  
negative.code: 		var/obj/item/bodypart/limb = _limb
  		if (limb.status != BODYPART_ORGANIC)
  			. += (limb.brute_dam * limb.body_damage_coeff) + (limb.burn_dam * limb.body_damage_coeff)
  
  #undef SHAKE_ANIMATION_OFFSET
  