anchor.diff:  					target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
   				user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [target_table]!</span>",
   					"<span class='danger'>You shove [target.name] onto \the [target_table]!</span>", null, COMBAT_MESSAGE_RANGE)
  -				target.forceMove(target_shove_turf)
  -				log_combat(user, target, "shoved", "onto [target_table]")
  +				target.throw_at(target_table, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
  +				log_combat(user, target, "shoved", "onto [target_table] (table)")
   			else if(target_collateral_human && !targetatrest)
   				target.Knockdown(SHOVE_KNOCKDOWN_HUMAN)
   				if(!target_collateral_human.resting)
  
positive.code: 				user.visible_message("<span class='danger'>[user.name] shoves [target.name] into [target_collateral_human.name]!</span>",
  					"<span class='danger'>You shove [target.name] into [target_collateral_human.name]!</span>", null, COMBAT_MESSAGE_RANGE)
  				log_combat(user, target, "shoved", "into [target_collateral_human.name]")
  
  		else
  			user.visible_message("<span class='danger'>[user.name] shoves [target.name]!</span>",
  
negative.code: 		else
  			target.Move(target_shove_turf, shove_dir)
  			if(get_turf(target) == target_oldturf)
  				target_table = locate(/obj/structure/table) in target_shove_turf.contents
  				target_disposal_bin = locate(/obj/machinery/disposal/bin) in target_shove_turf.contents
  				shove_blocked = TRUE
  
  		if(shove_blocked && !target.buckled)
  			var/directional_blocked = FALSE
  			if(shove_dir in GLOB.cardinals) //Directional checks to make sure that we're not shoving through a windoor or something like that
  				var/target_turf = get_turf(target)
  