anchor.diff:  		heal_overall_damage(0, -amount)
   	hud_updateflag |= 1 << HEALTH_HUD
   
  +/mob/living/carbon/human/proc/adjustBruteLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
  +	if(species && species.brute_mod)
  +		amount = amount*species.brute_mod
  +
  +	if (organ_name in organs_by_name)
  +		var/datum/organ/external/O = get_organ(organ_name)
  +	
  +		if(amount > 0)
  +			O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
  +		else
  +			//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
  +			O.heal_damage(-amount, 0, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
  +	
  +	hud_updateflag |= 1 << HEALTH_HUD
  +
  +/mob/living/carbon/human/proc/adjustFireLossByPart(var/amount, var/organ_name, var/obj/damage_source = null)
  +	if(species && species.burn_mod)
  +		amount = amount*species.burn_mod
  +
  +	if (organ_name in organs_by_name)
  +		var/datum/organ/external/O = get_organ(organ_name)
  +	
  +		if(amount > 0)
  +			O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source)
  +		else
  +			//if you don't want to heal robot organs, they you will have to check that yourself before using this proc.
  +			O.heal_damage(0, -amount, internal=0, robo_repair=(O.status & ORGAN_ROBOT))
  +	
  +	hud_updateflag |= 1 << HEALTH_HUD
  +
   /mob/living/carbon/human/Stun(amount)
   	if(M_HULK in mutations)	return
   	..()
  
positive.code: 				flick_overlay(dmgIcon, attack_bubble_recipients, 9)
  		if(BURN)
  			damageoverlaytemp = 20
  			if(organ.take_damage(0, damage, sharp, edge, used_weapon))
  				UpdateDamageIcon()
  
  
negative.code: 	switch(damagetype)
  		if(BRUTE)
  			damageoverlaytemp = 20
  			if(species && species.brute_mod)
  				damage = damage*species.brute_mod
  			if(organ.take_damage(damage, 0, sharp, edge, used_weapon))
  				UpdateDamageIcon()
  			var/list/attack_bubble_recipients = list()
  