anchor.diff:  	burn_state = FIRE_PROOF
   	var/buildstacktype = /obj/item/stack/sheet/metal
   	var/buildstackamount = 1
  -	var/hold_icon = "chair" // if null it can't be picked up
  +	var/item_chair = /obj/item/chair // if null it can't be picked up
   
   /obj/structure/chair/New()
   	..()
  
positive.code: 	icon_state = "stool"
  	can_buckle = 0
  	buildstackamount = 1
  	hold_icon = "stool"
  
  /obj/structure/chair/MouseDrop(over_object, src_location, over_location)
  	. = ..()
  	if(over_object == usr && Adjacent(usr))
  		if(!hold_icon || !ishuman(usr) || buckled_mob)
  			return
  		usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
  		var/obj/item/chair/C = new /obj/item/chair(get_turf(src),src)
  		usr.put_in_hands(C)
  		qdel(src)
  
  /obj/item/chair
  	name = "chair"
  	desc = "Bar brawl essential."
  	w_class = 5
  	force = 8
  	throwforce = 10
  	throw_range = 3
  	hitsound = 'sound/items/trayhit1.ogg'
  	hit_reaction_chance = 50
  
  	var/origin_type = /obj/structure/chair
  
  /obj/item/chair/New(loc,obj/structure/chair/origin)
  	..()
  	name = origin.name
  	icon = origin.icon
  	icon_state = "[origin.icon_state]_toppled"
  	item_state = origin.hold_icon
  	origin_type = origin.type
  
  
  /obj/item/chair/attack_self(mob/user)
  
negative.code: /obj/structure/chair/office
  	anchored = 0
  	buildstackamount = 5
  	item_chair = null
  
  /obj/structure/chair/office/light
  	icon_state = "officechair_white"
  