anchor.diff:  		//Sharp objects will always embed if they do enough damage.
   		if(((weapon_sharp && damage > (10*I.w_class)) || (damage > embed_threshold && prob(embed_chance))) && (I.no_embed == 0) )
   			affecting.embed(I)
  -	return 1
  +	return 1*/
   
   //this proc handles being hit by a thrown atom
   /mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
  
positive.code: 			if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
  				affecting.dismember_limb()
  
  	//Melee weapon embedded object code.
  	if (I.damtype == BRUTE && !I.is_robot_module())
  		var/damage = I.force
  		if (armor)
  
negative.code: 
  	if(used_weapon)
  		var/obj/item/W = used_weapon
  		affected.add_autopsy_data(W.name, agony_amount) // Add the weapon's name to the autopsy data
  
  	..(stun_amount, agony_amount, def_zone, used_weapon)
  
  /mob/living/carbon/human/getarmor(var/def_zone, var/type)
  