anchor.diff:  	return threatcount
   
   
  -/obj/machinery/porta_turret/proc/target(var/mob/living/target)
  +/obj/machinery/porta_turret/proc/target(var/atom/movable/target)
   	if(disabled)
   		return
  -	if(target && (target.stat != DEAD) && (!(target.lying) || emagged))
  +	if(target)
   		spawn()
   			popUp()				//pop the turret up if it's not already up.
   		dir = get_dir(src, target)	//even if you can't shoot, follow the target
  
positive.code: 		return 1
  	return
  
  /obj/machinery/porta_turret/proc/shootAt(var/mob/living/target)
  	if(!emagged)	//if it hasn't been emagged, it has to obey a cooldown rate
  		if(last_fired || !raised)	//prevents rapid-fire shooting, unless it's been emagged
  			return
  
negative.code: 
  	var/shot_sound 			//what sound should play when the turret fires
  	var/eshot_sound			//what sound should play when the emagged turret fires
  
  	var/faction = "neutral"
  
  	var/datum/effect/effect/system/spark_spread/spark_system	//the spark system, used for generating... sparks?
  
  