anchor.diff:  			if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
   				affecting.dismember_limb()
   
  -	//Melee weapon embedded object code.
  +/*	//Melee weapon embedded object code. Commented out, as most people on the forums seem to find this annoying and think it does not contribute to general gameplay. - Dave
   	if (I.damtype == BRUTE && !I.is_robot_module())
   		var/damage = I.force
   		if (armor)
  
positive.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)
  
negative.code: 		//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*/
  
  //this proc handles being hit by a thrown atom
  /mob/living/carbon/human/hitby(atom/movable/AM as mob|obj,var/speed = 5)
  