anchor.diff:  
   		if(leaping)
   			leaping = 0
  +			pixel_y = initial(pixel_y)
   			update_icons()
   			update_canmove()
  
positive.code: 					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(7)//Racked nerfs back up to stunbaton levels to make up for the distance pouncing being fuckered.
  				sleep(2)//Runtime prevention (infinite bump() calls on hulks)
  				step_towards(src,L)
  			else
  				Weaken(2, 1, 1)
  
  			leaping = 0
  			pounce_cooldown = !pounce_cooldown
  			spawn(pounce_cooldown_time) //3s by default
  				pounce_cooldown = !pounce_cooldown
  
negative.code: 		pixel_y = 10
  		update_icons()
  		throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
  		cell.charge = cell.charge - 500 //Doubled the energy consumption
  		weather_immunities -= "lava"
  		pounce_cooldown = !pounce_cooldown
  