anchor.diff:  /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)
   
  
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: 			return 1
  	return 0
  
  /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/get_equip_info()
  	if(!chassis)
  		return
  
  	if(can_toggle_lethal)
  		return "[..()] </span>&nbsp; <a href='?src=[REF(src)];lethalPunch=1'>[harmful?"Punch":"Pat"] mode</a>"
  	else
  		return
  
  /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/Topic(href, href_list)
  	..()
  	if(href_list["lethalPunch"])
  		harmful = !harmful
  		if(harmful)
  			chassis?.occupant_message("<span class='warning'>Lethal Fisting Enabled.</span>")
  		else
  			chassis?.occupant_message("<span class='warning'>Lethal Fisting Disabled.</span>")
  
  /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/punching_glove/action(target)
  	. = ..()
  	if(.)
  