anchor.diff:  		O.emp_act(severity)
   
   
  -/obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this
  +/obj/item/weapon/gun/afterattack(atom/target, mob/living/user, flag, params)//TODO: go over this
   	if(flag) //It's adjacent, is the user, or is on the user's person
   		if(target in user.contents) //can't shoot stuff inside us.
   			return
  
positive.code: 				M.drop_item()
  				return
  
  	if(isliving(user))
  		var/mob/living/L = user
  		if(!can_trigger_gun(L))
  			return
  
  	process_fire(target,user,1,params)
  
  
negative.code: 		if(target == user) //so we can't shoot ourselves (unless mouth selected)
  			return
  
  	if(isliving(user))
  		var/mob/living/L = user
  		if(!can_trigger_gun(L))
  			return
  
  	//Exclude lasertag guns from the CLUMSY check.
  	if(clumsy_check)
  		if(istype(user, /mob/living))
  			var/mob/living/M = user
  			if (M.disabilities & CLUMSY && prob(40))
  