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: 			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: 					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)
  