anchor.diff:  		return
   
   	var/mob/living/carbon/target = hit
  +	var/mob/living/carbon/human/T = target
  +	var/mob/living/carbon/human/S = user
  +	var/tackle_word = isfelinid(user) ? "pounce" : "tackle" ///If cat, "pounce" instead of "tackle".
   
   	var/roll = rollTackle(target)
   	user.tackling = FALSE
   
   	switch(roll)
   		if(-INFINITY to -5)
  -			user.visible_message("<span class='danger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your tackle and slam your head into [target], knocking yourself silly!</span>", target)
  -			to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] tackle and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
  +			user.visible_message("<span class='danger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your [tackle_word] and slam your head into [target], knocking yourself silly!</span>", target)
  +			to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
  +
   			user.Paralyze(30)
   			var/obj/item/bodypart/head/hed = user.get_bodypart(BODY_ZONE_HEAD)
   			if(hed)
  
positive.code: 				target.grabbedby(user)
  
  		if(5 to INFINITY) // absolutely BODIED
  			user.visible_message("<span class='warning'>[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a monster tackle on you, knocking you senseless and aggressively pinning you!</span>")
  			user.SetKnockdown(0)
  			user.set_resting(FALSE, TRUE, FALSE)
  			user.forceMove(get_turf(target))
  
negative.code: 			user.gain_trauma(/datum/brain_trauma/mild/concussion)
  
  		if(-4 to -2) // glancing blow at best
  			user.visible_message("<span class='warning'>[user] lands a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a weak [tackle_word] on you, briefly knocking you off-balance!</span>")
  
  			user.Knockdown(30)
  			target.apply_status_effect(STATUS_EFFECT_TASED_WEAK, 6 SECONDS)
  
  		if(-1 to 0) // decent hit, both parties are about equally inconvenienced
  			user.visible_message("<span class='warning'>[user] lands a passable [tackle_word] on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable [tackle_word] on [target], sending you both tumbling!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a passable [tackle_word] on you, sending you both tumbling!</span>")
  
  			target.adjustStaminaLoss(stamina_cost)
  			target.Paralyze(5)
  			user.Knockdown(20)
  			target.Knockdown(25)
  
  		if(1 to 2) // solid hit, tackler has a slight advantage
  			user.visible_message("<span class='warning'>[user] lands a solid [tackle_word] on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid [tackle_word] on [target], knocking you both down hard!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a solid [tackle_word] on you, knocking you both down hard!</span>")
  
  			target.adjustStaminaLoss(30)
  			target.Paralyze(5)
  			user.Knockdown(10)
  			target.Knockdown(20)
  
  		if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
  			user.visible_message("<span class='warning'>[user] lands an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands an expert [tackle_word] on you, knocking you down hard and maintaining a passive grab!</span>")
  
  			user.SetKnockdown(0)
  			user.set_resting(FALSE, TRUE, FALSE)
  			user.forceMove(get_turf(target))
  