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: 	if(attacker.combat_health <= 0 && combat_health <= 0) //both lose
  		playsound(src, 'sound/machines/warning-buzzer.ogg', 20, TRUE)
  		attacker_controller.visible_message("<span class='boldnotice'> MUTUALLY ASSURED DESTRUCTION!! [src] and [attacker] both end up destroyed!</span>", \
  											"<span class='boldnotice'> Both [src] and [attacker] are destroyed!</span>")		
  	else if(attacker.combat_health <= 0) //src wins
  		wins++
  		attacker.losses++
  		playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
  		attacker_controller.visible_message("<span class='notice'> [attacker] falls apart!</span>", \
  											"<span class='notice'> [attacker] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
  		if(!quiet)
  			say("[pick(winlines)]")
  		src_controller.visible_message("<span class='notice'> [src] destroys [attacker] and walks away victorious!</span>", \
  										"<span class='notice'> You raise up [src] victoriously over [attacker]!</span>")
  	else if (combat_health <= 0) //attacker wins
  		attacker.wins++
  		losses++	
  		playsound(src, 'sound/effects/light_flicker.ogg', 20, TRUE)
  		src_controller.visible_message("<span class='notice'> [src] collapses!</span>", \
  										"<span class='notice'> [src] collapses!</span>", null, COMBAT_MESSAGE_RANGE)
  		if(!attacker.quiet)
  			attacker.say("[pick(winlines)]")
  		attacker_controller.visible_message("<span class='notice'> [attacker] demolishes [src] and walks away victorious!</span>", \
  											"<span class='notice'> You raise up [attacker] proudly over [src]</span>!")
  	else //both win?
  		if(!quiet)
  			say("I WENT EASY ON YOU.")
  
negative.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
  