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