anchor.diff:  					do_sparks(2, FALSE, attacker)
   					if(prob(50))
   						attacker_controller.visible_message("<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
  -															"<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
  -															"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +											"<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
  +											"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   					else
   						src_controller.visible_message("<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
  -														"<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
  -														"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +										"<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
  +										"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   				if(5) //both win
   					playsound(attacker, 'sound/weapons/parry.ogg', 20, TRUE)
   					if(prob(50))
   						attacker_controller.visible_message("<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
  -															"<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
  -															"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +											"<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
  +											"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   					else
   						src_controller.visible_message("<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
  -														"<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
  -														"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +										"<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
  +										"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   
   				if(6 to 8) //defender wins
   					if(special_attack_cooldown == 0 && combat_health <= round(max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
   						special_attack_charged = TRUE
   						src_controller.visible_message("<span class='danger'> [src] begins charging its special attack!! </span>", \
  -														"<span class='danger'> You begin charging [src]'s special attack! </span>")
  +										"<span class='danger'> You begin charging [src]'s special attack! </span>")
   					else //just attack 
   						SpinAnimation(5, 0)
   						playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
   						attacker.combat_health--
   						src_controller.visible_message("<span class='danger'> [src] smashes [attacker]! </span>", \
  -														"<span class='danger'> You smash [src] into [attacker]! </span>", \
  -														"<span class='hear'> You hear hard plastic smashing hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  +										"<span class='danger'> You smash [src] into [attacker]! </span>", \
  +										"<span class='hear'> You hear hard plastic smashing hard plastic.</span>", COMBAT_MESSAGE_RANGE)
   						if(prob(5))
   							attacker.combat_health--
   							playsound(attacker, 'sound/effects/meteorimpact.ogg', 20, TRUE)
   							src_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
  -															"<span class='boldwarning'> ...and you land a CRIPPLING blow on [attacker]! </span>", null, COMBAT_MESSAGE_RANGE)	
  +											"<span class='boldwarning'> ...and you land a CRIPPLING blow on [attacker]! </span>", null, COMBAT_MESSAGE_RANGE)	
   				else
   					attacker_controller.visible_message("<span class='notice'> [src] and [attacker] stand around awkwardly.</span>", \
  -														"<span class='notice'> You don't know what to do next.</span>")		
  +										"<span class='notice'> You don't know what to do next.</span>")		
   
   		battle_length++																											
   		sleep(10)	
  
positive.code:   * 
    * Arguments
    *															
    *		src:					the defending toy, the toy that is hit by the attacker to start the battle	
    *		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/mechaBrawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
  	//A GOOD DAY FOR A SWELL BATTLE!
  	attacker_controller.visible_message("<span class='danger'> [attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl! </span>", \
  										"<span class='danger'> You collide [attacker] into [src], sparking a fierce battle! </span>", \
  										"<span class='hear'> You hear hard plastic smacking into hard plastic.</span>", COMBAT_MESSAGE_RANGE)
  
  	/// Who's in control of the defender (src)?
  	var/mob/living/carbon/src_controller = (opponent)? opponent : attacker_controller
  
negative.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
  