anchor.diff:  	Otherwise pretty standard.
   */
   
  -/mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
  +/mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, attackchain_flags = NONE)
   
   	if(!has_active_hand()) //can't attack without a hand.
   		to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
  
positive.code: 		to_chat(src, "<span class='warning'>The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!</span>")
  		return
  
  	. = flags
  	
  	// Special glove functions:
  	// If the gloves do anything, have them return 1 to stop
  	// normal attack_hand() here.
  
negative.code: 	SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A)
  	return . | A.attack_hand(src, intent, .)
  
  /atom/proc/attack_hand(mob/user, act_intent = user.a_intent, attackchain_flags)
  	SHOULD_NOT_SLEEP(TRUE)
  	if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
  		add_fingerprint(user)
  	if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND)
  		return
  	. = attackchain_flags
  	if(attack_hand_speed && !(. & ATTACK_IGNORE_CLICKDELAY))
  		if(!user.CheckActionCooldown(attack_hand_speed))
  			return
  