anchor.diff:  		if(3)
   			if(istype(W, /obj/item/weapon/gun/energy)) // the gun installation part
   
  +				if(isrobot(user))	return
   				var/obj/item/weapon/gun/energy/E = W // typecasts the item to an energy gun
   				installation = W.type // installation becomes W.type
   				gun_charge = E.power_supply.charge // the gun's charge is stored in src.gun_charge
  
positive.code: 	var/gun_charge = 0		// the charge of the gun inserted
  	var/projectile = null	//holder for bullettype
  	var/eprojectile = null//holder for the shot when emagged
  	var/reqpower = 0 //holder for power needed
  	var/sound = null//So the taser can have sound
  	var/iconholder = null//holder for the icon_state
  	var/egun = null//holder to handle certain guns switching bullettypes
  
  	var/obj/machinery/porta_turret_cover/cover = null	// the cover that is covering this turret
  
negative.code: 	// any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
  
  	if(iconholder)
  		icon_state = "[lasercolor]orange_target_prism"
  	else
  		icon_state = "[lasercolor]target_prism"
  	if(sound)
  		playsound(src.loc, 'sound/weapons/Taser.ogg', 75, 1)
  	var/obj/item/projectile/A
  