anchor.diff:  					Turret.name = finish_name
   					Turret.installation = installation
   					Turret.gun_charge = gun_charge
  +					Turret.setup()
   
   //					Turret.cover=new/obj/machinery/porta_turret_cover(loc)
   //					Turret.cover.Parent_Turret=Turret
  
positive.code: 	cover = new /obj/machinery/porta_turret_cover(loc)
  	cover.Parent_Turret = src
  
  	if(!installation)	//if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
  		projectile = /obj/item/projectile/energy/electrode	//holder for the projectile, here it is being set
  		eprojectile = /obj/item/projectile/beam				//holder for the projectile when emagged, if it is different
  		sound = 1
  	else
  		var/obj/item/weapon/gun/energy/E=new installation	//All energy-based weapons are applicable
  		var/obj/item/ammo_casing/shottype = E.ammo_type[1]
  		projectile = shottype.projectile_type
  
negative.code: 
  		switch(E.type)
  			if(/obj/item/weapon/gun/energy/laser/bluetag)
  				eprojectile = /obj/item/projectile/bluetag
  				lasercolor = "b"
  				req_access = list(access_maint_tunnels, access_theatre)
  				check_records = 0
  