anchor.diff:  		if (!HAS_TRAIT(perp, TRAIT_MINDSHIELD))
   
   			if (!shoot_heads_of_staff)
  -			
  +
   				if (perp.get_id_name() in GLOB.command_positions)
   					return 0
  -				else 
  +				else
   					threatcount += 4
   			else
   				threatcount += 4
  
positive.code: 	var/shot_delay = 15		//ticks until next shot (1.5 ?)
  
  
  	var/check_records = 1	//checks if it can use the security records
  	var/criminals = 1		//checks if it can shoot people on arrest
  	var/auth_weapons = 0	//checks if it can shoot people that have a weapon they aren't authorized to have
  	var/stun_all = 0		//if this is active, the turret shoots everything that isn't security or head of staff
  	var/check_anomalies = 1	//checks if it can shoot at unidentified lifeforms (ie xenos)
  	var/shoot_unloyal = 0	//checks if it can shoot people that aren't loyalty implanted and who arent heads
  	var/shoot_cyborgs = 0 // checks if it can shoot people that are cyborgs
  	var/shoot_heads_of_staff = 0 // checks if it can shoot at heads of staff
  	var/attacked = 0		//if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
  	
  	var/on = TRUE				//determines if the turret is on
  
  	var/list/faction = list("turret" ) // Same faction mobs will never be shot at, no matter the other settings
  
negative.code: 	var/locked = TRUE
  	var/control_area = null //can be area name, path or nothing.
  	var/ailock = 0 // AI cannot use this
  	var/shoot_cyborgs = FALSE
  	req_access = list(ACCESS_AI_UPLOAD)
  	var/list/obj/machinery/porta_turret/turrets = list()
  	resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
  