anchor.diff:  
   	else
   		leaping = 1
  +		weather_immunities += "lava"
   		pixel_y = 10
  -		throw_at(A,MAX_K9_LEAP_DIST,1, spin=0, diagonals_first = 1)
  +		update_icons()
  +		throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
   		leaping = 0
   		pixel_y = initial(pixel_y)
  +		update_icons()
   		cell.charge = cell.charge - 500 //Doubled the energy consumption
  +		weather_immunities -= "lava"
   		pounce_cooldown = !pounce_cooldown
   		spawn(pounce_cooldown_time)
   			pounce_cooldown = !pounce_cooldown
   
  -/mob/living/silicon/robot/throw_impact(atom/A, params)
  +/mob/living/silicon/robot/throw_impact(atom/A)
   
   	if(!leaping)
   		return ..()
   
   	if(A)
  -		if(istype(A, /mob/living))
  +		if(isliving(A))
   			var/mob/living/L = A
   			var/blocked = 0
   			if(ishuman(A))
   				var/mob/living/carbon/human/H = A
  -				if(H.check_shields(90, "the [name]", src, 1))
  +				if(H.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
   					blocked = 1
   			if(!blocked)
   				L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
  -				L.Weaken(2)// NO LONGER enough to cuff em before they run off again, unless you're lucky. Requested nerf.
  +				L.Weaken(7)//Racked nerfs back up to stunbaton levels to make up for the distance pouncing being fuckered.
   				sleep(2)//Runtime prevention (infinite bump() calls on hulks)
   				step_towards(src,L)
  -
  +			else
  +				Weaken(2, 1, 1)
  +
  +			leaping = 0
  +			pounce_cooldown = !pounce_cooldown
  +			spawn(pounce_cooldown_time) //3s by default
  +				pounce_cooldown = !pounce_cooldown
   		else if(A.density && !A.CanPass(src))
  -			visible_message("<span class ='danger'>[src] smashes into [A]!</span>")
  -			weakened = 2
  +			visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
  +			Weaken(2, 1, 1)
   
   		if(leaping)
   			leaping = 0
  +			update_icons()
   			update_canmove()
  
positive.code: 		src << "<span class='danger'>Your leg actuators are still recharging!</span>"
  		return
  
  	if(leaping) //Leap while you leap, so you can leap while you leap
  		return
  
  	if(!has_gravity(src) || !has_gravity(A))
  
negative.code: 	var/sleeper_g
  	var/sleeper_r
  
  #define MAX_K9_LEAP_DIST 1 //because something's definitely borked the pounce functioning from a distance.
  
  /obj/item/weapon/dogborg/pounce/afterattack(atom/A, mob/user)
  	var/mob/living/silicon/robot.R = user
  