anchor.diff:  		var/punchedbrute = target.getBruteLoss()
   
   		//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
  -		if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && damage < user.dna.species.punchstunthreshold)
  -			damage = user.dna.species.punchstunthreshold - 1
  +		if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
  +			damage *= 1.5
   		if(!CHECK_MOBILITY(user, MOBILITY_STAND))
   			damage *= 0.5
   		if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
  
positive.code: 			else
  				user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
  
  		user.adjustStaminaLossBuffered(5) //CITADEL CHANGE - makes punching cause staminaloss
  
  		var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
  		var/puncherstam = user.getStaminaLoss()
  
negative.code: 			target.visible_message("<span class='danger'>[user] knocks [target] down!</span>", \
  							"<span class='userdanger'>You're knocked down by [user]!</span>", "<span class='hear'>You hear aggressive shuffling followed by a loud thud!</span>", COMBAT_MESSAGE_RANGE, user)
  			to_chat(user, "<span class='danger'>You knock [target] down!</span>")
  			var/knockdown_duration = 40 + (punchedstam + (punchedbrute*0.5))*0.8 - armor_block
  			target.DefaultCombatKnockdown(knockdown_duration)
  			target.forcesay(GLOB.hit_appends)
  			log_combat(user, target, "got a stun punch with their previous punch")
  