anchor.diff:  			var/mob/living/M = G.affecting
   			if (G.state < 2)
   				if(user.a_intent == "hurt")
  -					if (prob(5))	M.Weaken(5)
  -					M.apply_damage(6)
  -					visible_message("\red [G.assailant] slams [G.affecting] against \the [src]!")
  +					if (prob(15))	M.Weaken(5)
  +					M.apply_damage(8,def_zone = "head")
  +					visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!")
   					playsound(src.loc, 'sound/weapons/tablehit1.ogg', 50, 1)
   				else
   					user << "\red You need a better grip to do that!"
  
positive.code: 	anchored = 1.0
  	layer = 2.8
  	throwpass = 1	//You can throw objects over this, despite it's density.")
  
  /obj/structure/table/New()
  	..()
  
negative.code: 				return
  		if(3.0)
  			if (prob(25))
  				destroy()
  		else
  	return
  
  
  /obj/structure/table/blob_act()
  	if(prob(75))
  		destroy()
  
  
  /obj/structure/table/hand_p(mob/user as mob)
  	return src.attack_paw(user)
  
  
  /obj/structure/table/attack_paw(mob/user)
  	if(HULK in user.mutations)
  		user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
  		visible_message("<span class='danger'>[user] smashes the [src] apart!</span>")
  		destroy()
  
  
  /obj/structure/table/attack_alien(mob/user)
  	visible_message("<span class='danger'>[user] slices [src] apart!</span>")
  
  /obj/structure/table/attack_animal(mob/living/simple_animal/user)
  	if(user.wall_smash)
  		visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
  		destroy()
  
  
  
  