anchor.diff:  					tear_clothes(user, target)
   
   /obj/item/zombie_hand/proc/tear_clothes(mob/user, mob/living/carbon/target) // 0 - full hit, 1 -- half hit
  +
  +	/*
  +
  +	Tear clothes work like this -
  +
  +	if the zombie aims at the head, it tears off whatever the target is wearing on their head.
  +	if it's a NODROP sort of helmet, than it has a 45% chance of dis-engaging it.
  +
  +	if the zombie aims anywhere else, it tears off their suit. if the target doesn't have a suit, it starts shredding off
  +	their clothes. it takes 2 hits to successfully tear off their clothes.
  +
  +	*/
   	if(user.zone_selected == "head" || user.zone_selected == "eyes" || user.zone_selected == "mouth")
   		if(!target.head)
   			return 0
  
positive.code: 			if(prob(45))
  				target.head.attack_self(target) // technically hit, but they got off lucky.
  				return 1
  		if(target.head.armor["brute"])
  			if(!prob(target.head.armor["brute"]))
  				return 0
  			else
  				return 1
  		else
  			return 0
  	//if(user.zone_selected == "chest")
  	else
  		if(!ishuman(target))
  			return 0
  
negative.code: 					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(target_h.w_uniform)
  						return 0
  					else
  						return 1
  				return 0
  
  /obj/item/zombie_hand/proc/tear_airlock(obj/machinery/door/airlock/A, mob/user)
  