anchor.diff:    * Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
     * Arguments
     *															
  -  *		src:			the toy, doing its special move(not an arg but relevant) 	
  -  *		victim:			the toy being hit by the special move
  +  *		src:		the toy, doing its special move(not an arg but relevant) 	
  +  *		victim:		the toy being hit by the special move
     */
   /obj/item/toy/prize/proc/specialAttackMove(obj/item/toy/prize/victim) 
   	if(!quiet)
  
positive.code: 		//if the two toys aren't next to each other, the battle ends
  		if(!in_range(src, attacker))
  			attacker_controller.visible_message("<span class='notice'> [attacker] and [src] separate, ending the battle. </span>", \
  												"<span class='notice'> [attacker] and [src] separate, ending the battle. </span>")
  			break
  		//if the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
  		if((!in_range(attacker, attacker_controller) && !(attacker_controller.dna.check_mutation(TK))))
  			attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [attacker], ending the battle.</span>", \
  												"<span class='notice'> You separate from [attacker], ending the battle. </span>")
  			break
  		//if it's PVP and the opponent is not next to the defending(src) toy (and doesn't have telekinesis), the battle ends
  		if(opponent)
  			if(!in_range(src, opponent) && !(opponent.dna.check_mutation(TK)))
  				opponent.visible_message("<span class='notice'> [opponent.name] seperates from [src], ending the battle.</span>", \
  										"<span class='notice'> You separate from [src], ending the battle. </span>")
  				break
  		//if it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends
  		else
  			if (!in_range(src, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
  				attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [src] and [attacker], ending the battle.</span>", \
  													"<span class='notice'> You separate [attacker] and [src], ending the battle. </span>")
  				break
  
  		//before we do anything - deal with charged attacks
  		if(special_attack_charged)
  			src_controller.visible_message("<span class='danger'> [src] unleashes its special attack!! </span>", \
  											"<span class='danger'> You unleash [src]'s special attack! </span>")
  			specialAttackMove(attacker)
  		else if(attacker.special_attack_charged)
  
  			attacker_controller.visible_message("<span class='danger'> [attacker] unleashes its special attack!! </span>", \
  												"<span class='danger'> You unleash [attacker]'s special attack! </span>")
  			attacker.specialAttackMove(src)
  		else
  			//process the cooldowns
  
negative.code: 					if(attacker.special_attack_cooldown == 0 && attacker.combat_health <= round(attacker.max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
  						attacker.special_attack_charged = TRUE
  						attacker_controller.visible_message("<span class='danger'> [attacker] begins charging its special attack!! </span>", \
  											"<span class='danger'> You begin charging [attacker]'s special attack! </span>")
  					else //just attack 
  						attacker.SpinAnimation(5, 0)
  						playsound(attacker, 'sound/mecha/mechstep.ogg', 30, TRUE)
  						combat_health--
  						attacker_controller.visible_message("<span class='danger'> [attacker] devastates [src]! </span>", \
  											"<span class='danger'> You ram [attacker] into [src]! </span>", \
  											"<span class='hear'> You hear hard plastic smacking hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  						if(prob(5))
  							combat_health--
  							playsound(src, 'sound/effects/meteorimpact.ogg', 20, TRUE)
  							attacker_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  												"<span class='boldwarning'> ...and you land a CRIPPLING blow on [src]! </span>", null, COMBAT_MESSAGE_RANGE)							
  
  				if(4) //both lose
  					attacker.SpinAnimation(5, 0)
  