anchor.diff:  			return
   		else if(user.a_intent != "hurt" && load_into_chamber() && istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank tasering.
   			if (M.canstun == 0 || M.canweaken == 0)
  -				user.visible_message("\red <B>[M] has been stunned with the taser gun by [user] to no effect!</B>")
  +				user.visible_message("\red <B>\The [M] has been stunned with the taser gun by \the [user] to no effect!</B>")
   				del(in_chamber)
   				update_icon()
   				return
  
positive.code: 
  
  //POWPOW!...  Used to be afterattack.
  	proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params)//TODO: go over this
  		if(istype(user, /mob/living))
  			var/mob/living/M = user
  			if ((CLUMSY in M.mutations) && prob(50)) ///Who ever came up with this...
  
negative.code: 			var/firing_check = in_chamber.check_fire(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
  			if(firing_check > 0)
  				if(firing_check == 1)
  					Fire(T,usr, reflex = 1)
  			else if(!told_cant_shoot)
  				M << "\red They can't be hit from here!"
  				told_cant_shoot = 1
  