anchor.diff:  		//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
  +	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)
  
positive.code: 			(SP.desc) = "[SP.desc] It looks like it was fired from [P.shot_from]."
  			(SP.loc) = organ
  			organ.embed(SP)
  			
  	var/mob/living/carbon/human/M = src	
  	var/datum/organ/external/affected = M.get_organ(def_zone)
  	affected.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data	
  
  	return (..(P , def_zone))
  
  
negative.code: 			if(affecting.brute_dam >= affecting.max_damage * config.organ_health_multiplier)
  				affecting.dismember_limb()
  
  /*	//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)
  