anchor.diff:  	if((TARGET && (doing & FIGHTING)) || graytide) // this is a redundancy check
   		var/mob/living/M = TARGET
   		if(istype(M,/mob/living))
  -			if(M in range(FUZZY_CHANCE_LOW,src))
  +			if(targetRange(M) <= FUZZY_CHANCE_LOW)
   				if(M.health > 1)
   					if(main_hand)
   						if(main_hand.force != 0)
  
positive.code: 										W.attack(TARGET,src)
  							sleep(1)
  					else
  						if(get_dist(src,TARGET) > 2)
  							tryWalk(TARGET)
  						else
  							if(Adjacent(TARGET))
  								M.attack_hand(src)
  								sleep(1)
  				timeout++
  			else if(timeout >= 10 || M.health <= 1 || !(M in range(14,src)))
  				doing = doing & ~FIGHTING
  				timeout = 0
  				TARGET = null
  
negative.code: 	else
  		unEquip(I,TRUE)
  	update_hands = 1
  	
  /mob/living/carbon/human/interactive/targetRange(var/towhere)
  	return get_dist(get_turf(towhere), get_turf(src))
  
  /mob/living/carbon/human/interactive/Life()
  	..()
  