anchor.diff:  							"<span class='userdanger'>[A] strikes your abdomen, neck and back consecutively!</span>")
   		playsound(get_turf(D), 'sound/weapons/cqchit2.ogg', 50, 1, -1)
   		var/obj/item/I = D.get_active_held_item()
  -		if(I)
  -			D.drop_item()
  +		if(I && D.drop_item())
   			A.put_in_hands(I)
   		D.adjustStaminaLoss(50)
   		D.apply_damage(25, BRUTE)
  
positive.code: 	to_chat(usr, "<span class='notice'>CQC Kick</span>: Harm Disarm Harm. Knocks opponent away. Knocks out stunned or weakened opponents.")
  	to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a choke hold.")
  	to_chat(usr, "<span class='notice'>Pressure</span>: Disarm Grab. Decent stamina damage.")
  	to_chat(usr, "<span class='notice'>Consecutive CQC</span>: Harm Harm Disarm. Mainly offensive move, huge damage and decent stamina damage.")
  
  	to_chat(usr, "<b><i>In addition, by having your throw mode on when being attacked, you enter an active defense mode where you have a chance to block and sometimes even counter attacks done to you.</i></b>")
  
  
negative.code: 			D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
  								"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
  			playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
  			if(I && D.drop_item())
  				A.put_in_hands(I)
  			D.Jitter(2)
  			D.apply_damage(5, BRUTE)
  