anchor.diff:  	mag_load_sound = null
   	mag_unload_sound = null		//Shotguns have their own procs related to loading, unloading, etc.
   	chamber_sound = null
  +	heavy_weapon = 1 //Added by Gomble - Use both yer hams.
   
   /obj/item/weapon/gun/projectile/shotgun/attackby(obj/item/A, mob/user, params)
   	var/num_loaded = magazine.attackby(A, user, params, 1)
  
positive.code: 	sawn_desc = "I'm just here for the gasoline."
  	unique_rename = 0
  	unique_reskin = 0
  
  /obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
  	..()
  
negative.code: 	fire_delay = 0
  	pin = /obj/item/device/firing_pin/implant/pindicate
  	action_button_name = null
  	
  
  /obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/unrestricted
  	pin = /obj/item/device/firing_pin
  