anchor.diff:  
   	var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
   
  -	target.throw_at(throw_target, 5 * fisto_setting, 0.5 + (fisto_setting / 2))
  +	target.throw_at(throw_target, 5 * fist_pressure_setting, 0.5 + (fist_pressure_setting / 2))
   
   	log_combat(user, target, "power fisted", src)
   
   	user.changeNext_move(CLICK_CD_MELEE * click_delay)
   
  -	return
  +	our_turf.assume_air(gas_used)
  +
  +#undef LOW_PRESSURE
  +#undef MID_PRESSURE
  +#undef HIGH_PRESSURE
  +#undef TANK_INSERTING
  +#undef TANK_REMOVING
  
positive.code: 	w_class = WEIGHT_CLASS_NORMAL
  	armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 40)
  	resistance_flags = FIRE_PROOF
  	var/click_delay = 1.5
  	var/fisto_setting = 1
  	var/gasperfist = 3
  	var/obj/item/tank/internals/tank = null //Tank used for the gauntlet's piston-ram.
  
  
  /obj/item/melee/powerfist/examine(mob/user)
  	. = ..()
  
negative.code: ///Defines for the pressure strength of the fist
  #define LOW_PRESSURE 1
  #define MID_PRESSURE 2
  #define HIGH_PRESSURE 3
  ///Defines for the tank change action
  #define TANK_INSERTING 0
  #define TANK_REMOVING 1
  
  /obj/item/melee/powerfist
  	name = "power-fist"
  	desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
  