anchor.diff:  		if(stamina > DAMAGE_PRECISION)
   			owner.update_stamina()
   			owner.stam_regen_start_time = world.time + STAMINA_REGEN_BLOCK_TIME
  +			. = TRUE
   	consider_processing()
   	update_disabled()
  -	return update_bodypart_damage_state()
  +	return update_bodypart_damage_state() || .
   
   //Heals brute and burn damage for the organ. Returns 1 if the damage-icon states changed at all.
   //Damage cannot go below zero.
  
positive.code: 	burn_dam += burn
  
  	//We've dealt the physical damages, if there's room lets apply the stamina damage.
  	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(owner && updating_health)
  
negative.code: 
  	var/disabled = BODYPART_NOT_DISABLED //If disabled, limb is as good as missing
  	var/body_damage_coeff = 1 //Multiplier of the limb's damage that gets applied to the mob
  	var/stam_damage_coeff = 0.75
  	var/brutestate = 0
  	var/burnstate = 0
  	var/brute_dam = 0
  