anchor.diff:  				owner.u_equip(owner.shoes)
   		if(organ)
   			destspawn = 1
  +			//Robotic limbs explode until specified otherwise
   			if(status & ORGAN_ROBOT && !no_explode)
   				owner.visible_message("\red \The [owner]'s [display_name] explodes violently!",\
   				"\red <b>Your [display_name] explodes!</b>",\
  
positive.code: 		tbrute = 3
  	return "[tbrute][tburn]"
  
  
  // new damage icon system
  // adjusted to set damage_state to brute/burn code only (without r_name0 as before)
  /datum/organ/external/proc/update_icon()
  	var/n_is = damage_state_text()
  	if (n_is != damage_state)
  		damage_state = n_is
  		owner.update_body(1)
  		return 1
  	return 0
  
  /datum/organ/external/proc/setAmputatedTree()
  	for(var/datum/organ/external/O in children)
  		O.amputated=amputated
  		O.setAmputatedTree()
  
  /datum/organ/external/proc/droplimb(var/override = 0,var/no_explode = 0)
  	if(destspawn) return
  	if(override)
  
negative.code: 	update_icon()
  	return
  
  //Updating wounds. Handles wound natural healing, internal bleedings and infections
  /datum/organ/external/proc/update_wounds()
  	for(var/datum/wound/W in wounds)
  		// wounds can disappear after 10 minutes at the earliest
  		if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
  			wounds -= W
  			// let the GC handle the deletion of the wound
  
  		// Internal wounds get worse over time. Low temperatures (cryo) stop them.
  		if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
  			W.open_wound(0.1 * wound_update_accuracy)
  			owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
  			if(prob(1 * wound_update_accuracy))
  				owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
  
  		if(W.bandaged || W.salved)
  			// slow healing
  			var/amount = 0.2
  			if(W.is_treated())
  				amount += 10
  			// amount of healing is spread over all the wounds
  			W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
  
  		if(W.germ_level > 100 && prob(10))
  			owner.adjustToxLoss(1 * wound_update_accuracy)
  		if(W.germ_level > 1000)
  			owner.adjustToxLoss(1 * wound_update_accuracy)
  
  		// Salving also helps against infection
  		if(W.germ_level > 0 && W.salved && prob(2))
  			W.germ_level = 0
  
  	// sync the organ's damage with its wounds
  	src.update_damages()
  
  //Updates brute_damn and burn_damn from wound damages. Updates BLEEDING status.
  /datum/organ/external/proc/update_damages()
  	number_wounds = 0
  	brute_dam = 0
  	burn_dam = 0
  	status &= ~ORGAN_BLEEDING
  	for(var/datum/wound/W in wounds)
  		if(W.damage_type == CUT || W.damage_type == BRUISE)
  			brute_dam += W.damage
  		else if(W.damage_type == BURN)
  			burn_dam += W.damage
  
  		if(!(status & ORGAN_ROBOT) && W.bleeding())
  			status |= ORGAN_BLEEDING
  
  		number_wounds += W.amount
  
  
  // new damage icon system
  // adjusted to set damage_state to brute/burn code only (without r_name0 as before)
  /datum/organ/external/proc/update_icon()
  	var/n_is = damage_state_text()
  	if (n_is != damage_state)
  		damage_state = n_is
  		owner.update_body(1)
  		return 1
  	return 0
  
  // new damage icon system
  // returns just the brute/burn damage code
  