anchor.diff:  			in_combat = FALSE
   			return SHAME
   
  +	sleep(0.5 SECONDS)
   	user.adjustBruteLoss(450)
   
   	in_combat = FALSE
  
positive.code:   * It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
    * When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
    * Arguments:
    *	* 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/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
  	//A GOOD DAY FOR A SWELL BATTLE!
  
negative.code:   * both SRC and attacker (if attacker is included) are checked if they are in combat already.
    * If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
    * Arguments:
    * * user: the user who is initiating the battle
    * * attacker: optional arg for checking two mechs at once 
    * * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
    */
  /obj/item/toy/prize/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/prize/attacker, mob/living/carbon/target) 
  	if(attacker && attacker.in_combat)
  