anchor.diff:  				"\blue [M] shakes [src] trying to wake [t_him] up!", \
   				"\blue You shake [src] trying to wake [t_him] up!", \
   				)
  +		// BEGIN HUGCODE - N3X
  +		else
  +			if (istype(src,/mob/living/carbon/human) && src:w_uniform)
  +				var/mob/living/carbon/human/H = src
  +				H.w_uniform.add_fingerprint(M)
  +			playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
  +			M.visible_message( \
  +				"\blue [M] gives [src] a [pick("hug","warm embrace")].", \
  +				"\blue You hug [src].", \
  +				)
  +			if(prob(10))
  +				src.emote("*fart")
  +			M.reagents.add("paracetamol", 1)
  +			share_contact_diseases(M)
  +
   
   /mob/living/carbon/proc/eyecheck()
   	return 0
  
positive.code: 				N.show_message(text("\red <B>[M] bursts out of [src]!</B>"), 2)
  	. = ..()
  
  /mob/living/carbon/attack_hand(mob/M as mob)
  	if(!istype(M, /mob/living/carbon)) return
  	if (hasorgans(M))
  
negative.code: 				src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),1)
  			if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
  				H.play_xylophone()
  		else if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway.  - N3X15
  			var/t_him = "it"
  			if (src.gender == MALE)
  				t_him = "him"
  