anchor.diff:  	burntime = 20
   	buildstacktype = /obj/item/stack/sheet/mineral/wood
   	buildstackamount = 3
  -	hold_icon = null
  +	item_chair = null
   
   /obj/structure/chair/wood/normal
   	icon_state = "wooden_chair"
  
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: 	C.dir = dir
  	qdel(src)
  
  /obj/item/chair/proc/smash(mob/living/user)
  	var/stack_type = initial(origin_type.buildstacktype)
  	if(!stack_type)
  		return
  	var/remaining_mats = initial(origin_type.buildstackamount)
  	remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
  	if(remaining_mats)
  		for(var/M=0 to remaining_mats)
  			new stack_type(get_turf(loc))
  	user.unEquip(src,1) //Even NODROP chairs are destroyed.
  	qdel(src)
  
  
  
  
  /obj/item/chair/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
  	if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
  		owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
  		return 1
  	return 0
  
  /obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
  	..()
  	if(!proximity)
  		return
  	if(prob(break_chance))
  		user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
  		if(iscarbon(target))
  			var/mob/living/carbon/C = target
  			if(C.health < (C.maxHealth*0.5))
  				C.Weaken(1)
  		smash(user)
  
  
  /obj/item/chair/stool
  	name = "stool"
  	icon_state = "stool_toppled"
  	item_state = "stool"
  	origin_type = /obj/structure/chair/stool
  	break_chance = 0 //It's too sturdy.