anchor.diff:    * 
     * Arguments
     *															
  -  *		src:			the defending toy, the toy you hit another toy with to start the battle	(not an arg but relevant / makes it easier to read if you understand)	
  -  *		attacker:		the attacking toy, the toy you target with another toy to start the battle. in PvP, this is the opponent's toy
  +  *		src:			the defending toy, the toy that is hit by another toy with to start the battle		(not an 'arg' but relevant / makes it easier to read if you understand)	
  +  *		attacker:		the attacking toy, the toy you use on another toy to start the battle. in PvP, this is the opponent's toy
     *		referee:		the user, the one who is holding the toys / controlling the fight
     *		opponent:		optional arg used in Mech PvP battles: the other person who is taking part in the fight
     */
  
positive.code: 	special_attack_cry = "MEGA HORN"
  
  /obj/item/toy/prize/honk/superSpecialAttack(obj/item/toy/prize/victim) 
  	victim.special_attack_cooldown = 3 //Adds cooldown to the other mech and gives a minor self heal
  	combat_health++
  
  
negative.code: 		sleep(10)	
  
  	if(attacker.combat_health <= 0 && combat_health <= 0) //both lose
  		playsound(src, 'sound/machines/warning-buzzer.ogg', 20, TRUE)
  		referee.visible_message("<span class='boldnotice'> MUTUALLY ASSURED DESTRUCTION!! [name] and [attacker.name] both end up destroyed!</span>", \
  								"<span class='boldnotice'> Both [name] and [attacker.name] are destroyed!</span>")		
  	else if(attacker.combat_health <= 0) //src wins
  		wins++
  		attacker.losses++
  		playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
  		attacker_controller.visible_message("<span class='notice'> [attacker.name] falls apart!</span>", \
  											"<span class='notice'> [attacker.name] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
  		if(!quiet)
  