anchor.diff:    * It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
     * When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
     * Arguments:
  -  *	* attacker - the attacking toy, the toy in the attacker_controller's hands
  -  *	* attacker_controller - 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 (controls src)
  +  * * attacker - the attacking toy, the toy in the attacker_controller's hands
  +  * * attacker_controller - 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 (controls src)
     */
   /obj/item/toy/prize/proc/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
   	//A GOOD DAY FOR A SWELL BATTLE!
  
positive.code: 			in_combat = FALSE
  			return SHAME
  
  	user.adjustBruteLoss(450)
  
  	in_combat = FALSE
  
negative.code: 	sleep(1.5 SECONDS)
  	for(var/i in 1 to 4)
  		switch(i)
  			if(1, 3) 
  				SpinAnimation(5, 0)
  				playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
  				user.adjustBruteLoss(25)
  				user.adjustStaminaLoss(50)
  			if(2)
  				user.SpinAnimation(5, 0)
  				playsound(user, 'sound/weapons/smash.ogg', 20, TRUE)
  				combat_health-- //we scratched it!
  			if(4)
  				say(special_attack_cry + "!!")
  				user.adjustStaminaLoss(25)
  
  		if(!combat_sleep(1 SECONDS, null, user))
  