anchor.diff:  		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
  +	if(leaping || stat || buckled || lying)
   		return
   
   	if(!has_gravity(src) || !has_gravity(A))
  
positive.code: 
  	else
  		leaping = 1
  		pixel_y = 10
  		throw_at(A,MAX_K9_LEAP_DIST,1, spin=0, diagonals_first = 1)
  		leaping = 0
  		pixel_y = initial(pixel_y)
  		cell.charge = cell.charge - 500 //Doubled the energy consumption
  		pounce_cooldown = !pounce_cooldown
  		spawn(pounce_cooldown_time)
  			pounce_cooldown = !pounce_cooldown
  
  /mob/living/silicon/robot/throw_impact(atom/A, params)
  
  	if(!leaping)
  		return ..()
  
  	if(A)
  		if(istype(A, /mob/living))
  			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))
  					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.
  				sleep(2)//Runtime prevention (infinite bump() calls on hulks)
  				step_towards(src,L)
  
  		else if(A.density && !A.CanPass(src))
  			visible_message("<span class ='danger'>[src] smashes into [A]!</span>")
  			weakened = 2
  
  		if(leaping)
  			leaping = 0
  			update_canmove()
  
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
  