anchor.diff:  	var/current_damage = get_damage(TRUE)		//This time around, count stamina loss too.
   	var/available_damage = max_damage - current_damage
   	stamina_dam += round(CLAMP(stamina, 0, min(max_stamina_damage - stamina_dam, available_damage)), DAMAGE_PRECISION)
  +
  +	if(disabled && stamina > 10)
  +		incoming_stam_mult = max(0.01, incoming_stam_mult/(stamina*0.1))
   
   	if(owner && updating_health)
   		owner.updatehealth()
  
positive.code: 	held_index = 2
  	px_x = 6
  	px_y = 0
  	stam_heal_tick = 2
  	max_stamina_damage = 50
  
  /obj/item/bodypart/r_arm/is_disabled()
  
negative.code: 	var/burn_dam = 0
  	var/stamina_dam = 0
  	var/max_stamina_damage = 0
  	var/incoming_stam_mult = 1 //Multiplier for incoming staminaloss, decreases when taking staminaloss when the limb is disabled, resets back to 1 when limb is no longer disabled.
  	var/max_damage = 0
  	var/stam_heal_tick = 0		//per Life(). Defaults to 0 due to citadel changes
  
  