anchor.diff:  
   /obj/item/bodypart/r_leg/set_disabled(new_disabled)
   	. = ..()
  -	if(!.)
  -		return
  -	if(disabled == BODYPART_DISABLED_DAMAGE)
  -		if(owner.stat < UNCONSCIOUS)
  +	if(!. || owner.stat >= UNCONSCIOUS)
  +		return
  +	switch(disabled)
  +		if(BODYPART_DISABLED_DAMAGE)
   			owner.emote("scream")
  -		if(owner.stat < DEAD)
   			to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
  -	else if(disabled == BODYPART_DISABLED_PARALYSIS)
  -		if(owner.stat < DEAD)
  +		if(BODYPART_DISABLED_PARALYSIS)
   			to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
   
   /obj/item/bodypart/r_leg/digitigrade
  
positive.code: 	icon = 'icons/mob/animal_parts.dmi'
  	icon_state = "default_monkey_l_arm"
  	animal_origin = MONKEY_BODYPART
  	wound_resistance = -10
  	px_x = -5
  	px_y = -3
  
  
negative.code: 	max_stamina_damage = 50
  	body_zone = BODY_ZONE_L_ARM
  	body_part = ARM_LEFT
  	aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER)
  	body_damage_coeff = 0.75
  	held_index = 1
  	px_x = -6
  	px_y = 0
  	stam_heal_tick = STAM_RECOVERY_LIMB
  
  /obj/item/bodypart/l_arm/is_disabled()
  	if(HAS_TRAIT(owner, TRAIT_PARALYSIS_L_ARM))
  