anchor.diff:  	C.dir = dir
   	qdel(src)
   
  +/obj/item/chair/proc/smash(mob/living/user)
  +	var/stack_type = initial(origin_type.buildstacktype)
  +	if(!stack_type)
  +		return
  +	var/remaining_mats = initial(origin_type.buildstackamount)
  +	remaining_mats-- //Part of the chair was rendered completely unusable. It magically dissapears. Maybe make some dirt?
  +	if(remaining_mats)
  +		for(var/M=0 to remaining_mats)
  +			new stack_type(get_turf(loc))
  +	user.unEquip(src,1) //Even NODROP chairs are destroyed.
  +	qdel(src)
  +
  +
  +
  +
   /obj/item/chair/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
   	if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
   		owner.visible_message("<span class='danger'>[owner] fends off [attack_text] with [src]!</span>")
   		return 1
  -	return 0+	return 0
  +
  +/obj/item/chair/afterattack(atom/target, mob/living/carbon/user, proximity)
  +	..()
  +	if(!proximity)
  +		return
  +	if(prob(break_chance))
  +		user.visible_message("<span class='danger'>[user] smashes \the [src] to pieces against \the [target]</span>")
  +		if(iscarbon(target))
  +			var/mob/living/carbon/C = target
  +			if(C.health < (C.maxHealth*0.5))
  +				C.Weaken(1)
  +		smash(user)
  +
  +
  +/obj/item/chair/stool
  +	name = "stool"
  +	icon_state = "stool_toppled"
  +	item_state = "stool"
  +	origin_type = /obj/structure/chair/stool
  +	break_chance = 0 //It's too sturdy.
positive.code: 	burntime = 30
  	buildstackamount = 2
  	var/image/armrest = null
  	hold_icon = null
  
  /obj/structure/chair/comfy/New()
  	armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
  
negative.code: 	burntime = 20
  	buildstacktype = /obj/item/stack/sheet/mineral/wood
  	buildstackamount = 3
  	item_chair = null
  
  /obj/structure/chair/wood/normal
  	icon_state = "wooden_chair"
  