anchor.diff:  	SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A)
   	return . | A.attack_hand(src, intent, .)
   
  -/atom/proc/attack_hand(mob/user, act_intent = user.a_intent, flags)
  +/atom/proc/attack_hand(mob/user, act_intent = user.a_intent, attackchain_flags)
   	SHOULD_NOT_SLEEP(TRUE)
   	if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
   		add_fingerprint(user)
   	if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND)
   		return
  +	. = attackchain_flags
   	if(attack_hand_speed && !(. & ATTACK_IGNORE_CLICKDELAY))
   		if(!user.CheckActionCooldown(attack_hand_speed))
   			return
  
positive.code: 	Otherwise pretty standard.
  */
  
  /mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
  
  	if(!has_active_hand()) //can't attack without a hand.
  		to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
  
negative.code: 		to_chat(src, "<span class='warning'>The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!</span>")
  		return
  
  	. = attackchain_flags
  	// Special glove functions:
  	// If the gloves do anything, have them return 1 to stop
  	// normal attack_hand() here.
  