anchor.diff:    }
   }
   
  -
   //Weapon shooting a sine moving double shot.
   class SineDoubleShot extends StandardWeapon implements Weapon{  
  -SineDoubleShot(_game, _shot_frequency) : super(_game,_shot_frequency);
  +  SineDoubleShot(_game, _shot_frequency) : super(_game,_shot_frequency);
   
  -List<Bullet> shoot(){
  -  List<Bullet> bl=new List<Bullet>();
  -  if(this._sfreq_counter==0){
  -    Bullet p = new SineProjectile0(_game,1,0); 
  -    Bullet p2 = new SineProjectile1(_game,1,0); 
  -    p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
  -    p2.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
  -    bl.add(p);
  -    bl.add(p2);
  -    _game.eventSystem.shot2fired=true;
  +  List<Bullet> shoot(){
  +    List<Bullet> bl=new List<Bullet>();
  +    if(this._sfreq_counter==0){
  +      Bullet p = new SineProjectile0(_game,1,0); 
  +      Bullet p2 = new SineProjectile1(_game,1,0); 
  +      p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
  +      p2.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2));
  +      bl.add(p);
  +      bl.add(p2);
  +      _game.eventSystem.shot2fired=true;
  +    }
  +    this._sfreq_counter=(this._sfreq_counter+1)%this._shot_frequency;
  +    return bl;
     }
  -  this._sfreq_counter=(this._sfreq_counter+1)%this._shot_frequency;
  -  return bl;
   }
  -}
  -
  -
   
   //Weapon shooting 2 up/down origin toggleing small bullets right.
   class DoubleShot extends StandardWeapon implements Weapon{  
  
positive.code:     List<Bullet> bl=new List<Bullet>();
      if(this._sfreq_counter==0){
        Bullet p = new Projectile(_game,1,0); 
        
        p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)+1);
        _game.eventSystem.shotfired=true;
        bl.add(p);
      }
      else if(this._sfreq_counter==(this._shot_frequency/2)){
        Bullet p = new Projectile(_game,1,0);
              p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)-1);
              bl.add(p);
              _game.eventSystem.shotfired=true;
      }
      this._sfreq_counter=(this._sfreq_counter+1)%this._shot_frequency;
      return bl;
  
negative.code: //Weapon shooting one big bullet right while shooting 2 small bullets diagonal up+right and down+right every second shot
  class DiagonalShotWithFront extends StandardWeapon implements Weapon{  
    DiagonalShotWithFront(_game, _shot_frequency) : super(_game,_shot_frequency);
    List<Bullet> shoot(){
      List<Bullet> bl=new List<Bullet>();
      if(this._sfreq_counter==0){
        Bullet p = new Projectile(_game,1,1); 
        Bullet p2 = new Projectile(_game,1,-1);
        p2.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)-1);
        p.setposition(_game._ffisch._position_x+_game._ffisch._sizex-1, _game._ffisch._position_y+(_game._ffisch._sizey ~/2)+1);
        bl.add(p);
        bl.add(p2);
      }
  