anchor.diff:  		empty()
   
   /obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
  -	cell.use(500)
  +	cell.use(cell.charge)
   	update_icon()
   
   /obj/item/weapon/gun/energy/kinetic_accelerator/proc/attempt_reload(recharge_time)
  
positive.code: 	return
  
  /obj/item/weapon/gun/energy/kinetic_accelerator/proc/reload()
  	cell.give(500)
  	recharge_newshot(1)
  	if(!suppressed)
  		playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
  
negative.code: 	var/maximum_bounty = 25
  	var/list/bounties_reaped = list()
  
  /obj/item/borg/upgrade/modkit/bounty/projectile_prehit(obj/item/projectile/kinetic/K, atom/target, obj/item/weapon/gun/energy/kinetic_accelerator/KA)
  	if(isliving(target))
  		var/mob/living/L = target
  		var/list/existing_marks = L.has_status_effect_list(STATUS_EFFECT_SYPHONMARK)
  