anchor.diff:  	update_icon()	//I.E. fix the desc
   	return 1
   
  +
  +/obj/item/weapon/gun/projectile/shotgun/boltaction/examine(mob/user)
  +	..()
  +	user << "The bolt is [bolt_open ? "open" : "closed"]."
  +
   /obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(obj/item/A, mob/user, params)
  +	..()
   	if(!bolt_open)
   		user << "<span class='notice'>The bolt is closed!</span>"
   		return
  -	. = ..()
  -
  -/obj/item/weapon/gun/projectile/shotgun/boltaction/examine(mob/user)
  -	..()
  -	user << "The bolt is [bolt_open ? "open" : "closed"]."
  -
  -/obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(obj/item/A, mob/user, params)
  -	..()
   	if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
   		chamber_round()
   		playsound(loc, 'sound/effects/wep_magazines/rifle_load.ogg', 80)
  
positive.code: 		playsound(loc, 'sound/effects/wep_magazines/insertShotgun.ogg', 80)
  		A.update_icon()
  		update_icon()
  
  /obj/item/weapon/gun/projectile/shotgun/process_chamber()
  	return ..(0, 0)
  
  
negative.code: 	spawn(10)
  		recentpump = 0
  	return
  
  /obj/item/weapon/gun/projectile/shotgun/proc/pump(mob/M)
  	playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
  