anchor.diff:  				target.grabbedby(user)
   
   		if(5 to INFINITY) // absolutely BODIED
  -			user.visible_message("<span class='warning'>[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
  -			to_chat(target, "<span class='userdanger'>[user] lands a monster tackle on you, knocking you senseless and aggressively pinning you!</span>")
  +			user.visible_message("<span class='warning'>[user] lands a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
  +			to_chat(target, "<span class='userdanger'>[user] lands a monster [tackle_word] on you, knocking you senseless and aggressively pinning you!</span>")
  +
   			user.SetKnockdown(0)
   			user.set_resting(FALSE, TRUE, FALSE)
   			user.forceMove(get_turf(target))
  
positive.code: 			user.gain_trauma(/datum/brain_trauma/mild/concussion)
  
  		if(-4 to -2) // glancing blow at best
  			user.visible_message("<span class='warning'>[user] lands a weak tackle on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak tackle on [target], briefly knocking [target.p_them()] off-balance!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a weak tackle on you, briefly knocking you off-balance!</span>")
  			user.Knockdown(30)
  			target.apply_status_effect(STATUS_EFFECT_TASED_WEAK, 6 SECONDS)
  
  		if(-1 to 0) // decent hit, both parties are about equally inconvenienced
  			user.visible_message("<span class='warning'>[user] lands a passable tackle on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable tackle on [target], sending you both tumbling!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a passable tackle on you, sending you both tumbling!</span>")
  			target.adjustStaminaLoss(stamina_cost)
  			target.Paralyze(5)
  			user.Knockdown(20)
  			target.Knockdown(25)
  
  		if(1 to 2) // solid hit, tackler has a slight advantage
  			user.visible_message("<span class='warning'>[user] lands a solid tackle on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid tackle on [target], knocking you both down hard!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands a solid tackle on you, knocking you both down hard!</span>")
  			target.adjustStaminaLoss(30)
  			target.Paralyze(5)
  			user.Knockdown(10)
  			target.Knockdown(20)
  
  		if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
  			user.visible_message("<span class='warning'>[user] lands an expert tackle on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert tackle on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
  			to_chat(target, "<span class='userdanger'>[user] lands an expert tackle on you, knocking you down hard and maintaining a passive grab!</span>")
  			user.SetKnockdown(0)
  			user.set_resting(FALSE, TRUE, FALSE)
  			user.forceMove(get_turf(target))
  
negative.code: 	RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/checkObstacle)
  	playsound(user, 'sound/weapons/thudswoosh.ogg', 40, TRUE, -1)
  
  	var/leap_word = isfelinid(user) ? "pounce" : "leap" ///If cat, "pounce" instead of "leap".
  	if(can_see(user, A, 7))
  		user.visible_message("<span class='warning'>[user] [leap_word]s at [A]!</span>", "<span class='danger'>You [leap_word] at [A]!</span>")
  	else
  		user.visible_message("<span class='warning'>[user] [leap_word]s!</span>", "<span class='danger'>You [leap_word]!</span>")
  
  	if(get_dist(user, A) < min_distance)
  		A = get_ranged_target_turf(user, get_dir(user, A), min_distance) //TODO: this only works in cardinals/diagonals, make it work with in-betweens too!
  