anchor.diff:  		var/obj/O = A
   		if(O.density)
   			return FALSE
  -	new /obj/item/reagent_containers/food/snacks/lollipop(T)
  +
  +	var/obj/item/reagent_containers/food/snacks/lollipop/L = new(T)
  +
  +	var/into_hands = FALSE
  +	if(ismob(A))
  +		var/mob/M = A
  +		into_hands = M.put_in_hands(L)
  +
   	candy--
   	check_amount()
  -	to_chat(user, "<span class='notice'>Dispensing lollipop...</span>")
  +
  +	if(into_hands)
  +		user.visible_message("<span class='notice'>[user] dispenses a lollipop into the hands of [A].</span>", "<span class='notice'>You dispense a lollipop into the hands of [A].</span>", "<span class='italics'>You hear a click.</span>")
  +	else
  +		user.visible_message("<span class='notice'>[user] dispenses a lollipop.</span>", "<span class='notice'>You dispense a lollipop.</span>", "<span class='italics'>You hear a click.</span>")
  +
   	playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
   	return TRUE
   
  
positive.code: 	add_logs(user, M, "stunned", src, "(INTENT: [uppertext(user.a_intent)])")
  
  /obj/item/borg/cyborghug
  	name = "Hugging Module"
  	icon_state = "hugmodule"
  	desc = "For when a someone really needs a hug."
  	var/mode = 0 //0 = Hugs 1 = "Hug" 2 = Shock 3 = CRUSH
  
negative.code: 		cooldown = world.time + 600
  		log_game("[user.ckey]([user]) used an emagged Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
  
  #define DISPENSE_LOLLIPOP_MODE 1
  #define THROW_LOLLIPOP_MODE 2
  #define THROW_GUMBALL_MODE 3
  
  /obj/item/borg/lollipop
  	name = "lollipop fabricator"
  	desc = "Reward good humans with this. Toggle in-module to switch between dispensing and high velocity ejection modes."
  