anchor.diff:  	qdel(src)
   	target.Bumped(B)
   
  -/obj/item/reagent_containers/food/drinks/bottle/attack(mob/living/target, mob/living/user)
  +/obj/item/reagent_containers/food/drinks/bottle/attack_secondary(atom/target, mob/living/user, params)
   
   	if(!target)
  -		return
  -
  -	if(!user.combat_mode || !isGlass)
   		return ..()
   
   	if(HAS_TRAIT(user, TRAIT_PACIFISM))
   		to_chat(user, "<span class='warning'>You don't want to harm [target]!</span>")
  -		return
  -
  +		return SECONDARY_ATTACK_CONTINUE_CHAIN
  +
  +	if(!isliving(target) || !isGlass)
  +		return SECONDARY_ATTACK_CONTINUE_CHAIN
  +
  +	var/mob/living/living_target = target
   	var/obj/item/bodypart/affecting = user.zone_selected //Find what the player is aiming at
   
   	var/armor_block = 0 //Get the target's armor values for normal attack damage.
  
positive.code: 	//Finally, smash the bottle. This kills (del) the bottle.
  	smash(target, user)
  
  	return
  
  //Keeping this here for now, I'll ask if I should keep it here.
  /obj/item/broken_bottle
  
negative.code: 
  	else
  		//Only humans can have armor, right?
  		armor_block = living_target.run_armor_check(affecting, MELEE)
  		if(affecting == BODY_ZONE_HEAD)
  			armor_duration = bottle_knockdown_duration + force
  	//Apply the damage!
  	armor_block = min(90,armor_block)
  	living_target.apply_damage(force, BRUTE, affecting, armor_block)
  
  	// You are going to knock someone down for longer if they are not wearing a helmet.
  	var/head_attack_message = ""
  	if(affecting == BODY_ZONE_HEAD && istype(target, /mob/living/carbon/))
  		head_attack_message = " on the head"
  		if(armor_duration)
  			living_target.apply_effect(min(armor_duration, 200) , EFFECT_KNOCKDOWN)
  
  	//Display an attack message.
  	if(target != user)
  