anchor.diff:  		affecting.hand = 1
   		affecting.drop_item()
   		affecting.hand = h
  -/* BLOCK BEING LEFT AS EXAMPLE FOR ADDING NEW THINGS
  +
   		var/hit_zone = assailant.zone_sel.selecting
  -		var/announce = 0
  -		if(hit_zone != last_hit_zone)
  -			announce = 1
  +		//var/announce = 0
  +		//(hit_zone != last_hit_zone)
  +			//announce = 1
   		last_hit_zone = hit_zone
  -		if(ishuman(affecting))
  +	/*	if(ishuman(affecting))
   			switch(hit_zone)
   				/*if("mouth")
   					if(announce)
  
positive.code: 							if(M.stat != 2)
  								M << "\red You go blind!"*///This is a demonstration of adding a new damaging type based on intent as well as hitzone.
  															//This specific example would allow you to squish people's eyes with a GRAB_NECK.
  					if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
  						if(affecting.lying)
  							return
  						assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>") //A visible message for what is going on.
  						var/damage = 5
  						var/obj/item/clothing/hat = attacker.head
  						if(istype(hat))
  							damage += hat.force * 3
  						affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
  						assailant.apply_damage(3*rand(90, 110)/100, BRUTE, "head", attacker.run_armor_check("head", "melee"))
  						playsound(assailant.loc, "swing_hit", 25, 1, -1)
  						assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
  						affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
  						msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
  						return
  
  				if("disarm") //This checks that the user is on disarm intent.
  				/*	if(state < GRAB_AGGRESSIVE)
  
negative.code: 					return
  
  				if("harm") //This checks that the user is on harm intent.
  					if(last_hit_zone == "head") //This checks the hitzone the user has selected. In this specific case, they have the head selected.
  						if(affecting.lying)
  							return
  						assailant.visible_message("<span class='danger'>[assailant] thrusts \his head into [affecting]'s skull!</span>") //A visible message for what is going on.
  						var/damage = 5
  						var/obj/item/clothing/hat = attacker.head
  						if(istype(hat))
  							damage += hat.force * 3
  						affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
  						playsound(assailant.loc, "swing_hit", 25, 1, -1)
  						assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Headbutted [affecting.name] ([affecting.ckey])</font>")
  						affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Headbutted by [assailant.name] ([assailant.ckey])</font>")
  						msg_admin_attack("[key_name(assailant)] has headbutted [key_name(affecting)]")
  						return
  
  					/*if(last_hit_zone == "eyes")
  						if(state < GRAB_NECK)
  							assailant << "<span class='warning'>You require a better grab to do this.</span>"
  