anchor.diff:  	projectile_energy_cost = 500
   	harmful = TRUE
   	diags_first = TRUE
  +	var/punch_damage = 35 ///damage done by the glove on contact
  +	var/can_toggle_lethal = TRUE ///TRUE - can toggled between lethal and non lethal || FALSE - cannot toggle
   
   /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/can_attach(obj/mecha/combat/honker/M)
   	if(..())
  
positive.code: 	if(!..())
  		if(ismovable(hit_atom))
  			var/atom/movable/AM = hit_atom
  			AM.safe_throw_at(get_edge_target_turf(AM,get_dir(src, AM)), 7, 2)
  		qdel(src)
  
negative.code: /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/proj_init(obj/item/punching_glove/PG)
  	if(!istype(PG))
  		return
  
  	if(harmful)
  		PG.throwforce = punch_damage
  	else
  		PG.throwforce = 0
  
  	 //has to be low sleep or it looks weird, the beam doesn't exist for very long so it's a non-issue
  	chassis.Beam(PG, icon_state = "chain", time = missile_range * 20, maxdistance = missile_range + 2, beam_sleep_time = 1)
  
  