anchor.diff:  					var/verbose = pick("shreds", "tears", "rips through", "slices", "breaks", "bites into")
   					target_h.w_uniform.visible_message("<span class='danger'>[user] [verbose] [target]'s [target_h.w_uniform].<span>",\
   								"<span class='danger'>[user] [verbose] [target]'s [target_h.w_uniform].<span>")
  -					if(prob(U.tearhealth))
  +					if(target_h.w_uniform)
  +						return 0
  +					else
   						return 1
  -					else
  -						return 0
   				return 0
   
   /obj/item/zombie_hand/proc/tear_airlock(obj/machinery/door/airlock/A, mob/user)
  
positive.code: 			target_h.wear_suit.visible_message("<span class='danger'>[user] tears through [target]'s [target_h.wear_suit].</span>",\
  									"<span class='danger'>[user] tears through [target]'s [target_h.wear_suit].</span>")
  			target_h.unEquip(target_h.wear_suit)
  			if(!prob(target_h.wear_suit.armor["brute"]))
  				return 0
  			if(target_h.w_uniform.armor["brute"]) // if we have armor, we roll for it.
  				if(!prob(target_h.w_uniform.armor["brute"])) // checks if armor failed
  					return 0
  				else
  					return 1 // blocked
  			else
  				return 0
  		else
  			if(target_h.w_uniform)
  				if(istype(target_h.w_uniform, /obj/item/clothing/under))
  
negative.code: 			if(prob(45))
  				target.head.attack_self(target) // technically hit, but they got off lucky.
  				return 1
  		else
  			return 0
  	else
  		if(!ishuman(target))
  			return 0
  