anchor.diff:  /obj/item/defibrillator/compact/combat
   	name = "combat defibrillator"
   	desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
  -	combat = 1
  -	safety = 0
  +	combat = TRUE
  +	safety = FALSE
   
   /obj/item/defibrillator/compact/combat/loaded/Initialize()
   	. = ..()
  
positive.code: 	..()
  
  /obj/item/defibrillator/MouseDrop(obj/over_object)
  	if(ismob(src.loc))
  		var/mob/M = src.loc
  		if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
  			var/obj/screen/inventory/hand/H = over_object
  			M.putItemFromInventoryInHandIfPossible(src, H.held_index)
  
negative.code: 	w_class = WEIGHT_CLASS_BULKY
  
  	var/revivecost = 1000
  	var/cooldown = FALSE
  	var/busy = FALSE
  	var/obj/item/defibrillator/defib
  	var/req_defib = TRUE
  	var/combat = FALSE //If it penetrates armor and gives additional functionality
  	var/grab_ghost = FALSE
  	var/tlimit = DEFIB_TIME_LIMIT * 10
  
  /obj/item/twohanded/shockpaddles/proc/recharge(var/time)
  	if(req_defib || !time)
  		return
  	cooldown = TRUE
  	update_icon()
  	sleep(time)
  	var/turf/T = get_turf(src)
  	T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
  	playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
  	cooldown = FALSE
  	update_icon()
  
  /obj/item/twohanded/shockpaddles/New(mainunit)
  