anchor.diff:  		else
   			user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
   
  +	if(heavy_weapon)
  +		if(user.get_inactive_hand())
  +			if(prob(40))
  +				user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
  +				user.drop_item()
   
   /obj/item/weapon/gun/emp_act(severity)
   	for(var/obj/O in contents)
  
positive.code: 			if(NOGUNS in user.dna.species.specflags)
  				user << "<span class='notice'>Your fingers don't fit in the trigger guard!</span>"
  				return 0
  	if(heavy_weapon)
  		if(user.get_inactive_hand())
  			user << "<span class='warning'>[src] is too heavy to use with one hand!</span>"
  			return 0
  	return 1
  
  
  
negative.code: 
  /obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, var/message = 1, params)
  	add_fingerprint(user)
  
  	if(heavy_weapon)
  		if(user.get_inactive_hand())
  			recoil = 3 //one-handed kick
  		else
  			recoil = 1 //still kicks
  
  	for(var/i = 1 to burst_size)
  		if(!issilicon(user))
  