anchor.diff:  	m_amt = 10
   	var/amount_left = 7.0
   
  -	update_icon()
  -		src.icon_state = text("357-[]", src.amount_left)
  -		src.desc = text("There are [] cap\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
  -		return
  +/obj/item/toy/ammo/gun/update_icon()
  +	src.icon_state = text("357-[]", src.amount_left)
  +	src.desc = text("There are [] cap\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
  +	return
   
   /*
    * Toy crossbow
  
positive.code: 	attack_verb = list("attacked", "struck", "hit")
  	var/bullets = 5
  
  	/obj/item/toy/crossbow/examine()
  		set src in view(2)
  		..()
  		if (bullets)
  			usr << "\blue It is loaded with [bullets] foam darts!"
  
  	/obj/item/toy/crossbow/attackby(obj/item/I as obj, mob/user as mob)
  		if(istype(I, /obj/item/toy/ammo/crossbow))
  			if(bullets <= 4)
  				user.drop_item()
  				qdel(I)
  				bullets++
  				user << "\blue You load the foam dart into the crossbow."
  			else
  				usr << "\red It's already fully loaded."
  
  
  	/obj/item/toy/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
  		if(!isturf(target.loc) || target == user) return
  		if(flag) return
  
  		if (locate (/obj/structure/table, src.loc))
  			return
  		else if (bullets)
  			var/turf/trg = get_turf(target)
  			var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
  			bullets--
  			D.icon_state = "foamdart"
  			D.name = "foam dart"
  			playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  
  			for(var/i=0, i<6, i++)
  				if (D)
  					if(D.loc == trg) break
  					step_towards(D,trg)
  
  					for(var/mob/living/M in D.loc)
  						if(!istype(M,/mob/living)) continue
  						if(M == user) continue
  						for(var/mob/O in viewers(world.view, D))
  							O.show_message(text("\red [] was hit by the foam dart!", M), 1)
  						new /obj/item/toy/ammo/crossbow(M.loc)
  						qdel(D)
  						return
  
  					for(var/atom/A in D.loc)
  						if(A == user) continue
  						if(A.density)
  							new /obj/item/toy/ammo/crossbow(A.loc)
  							qdel(D)
  
  				sleep(1)
  
  			spawn(10)
  				if(D)
  					new /obj/item/toy/ammo/crossbow(D.loc)
  					qdel(D)
  
  			return
  		else if (bullets == 0)
  			user.Weaken(5)
  			for(var/mob/O in viewers(world.view, user))
  				O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
  
  
  	/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
  		src.add_fingerprint(user)
  
  // ******* Check
  
  		if (src.bullets > 0 && M.lying)
  
  			for(var/mob/O in viewers(M, null))
  				if(O.client)
  					O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
  					O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
  
  			playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  			new /obj/item/toy/ammo/crossbow(M.loc)
  			src.bullets--
  		else if (M.lying && src.bullets == 0)
  			for(var/mob/O in viewers(M, null))
  				if (O.client)	O.show_message(text("\red <B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B>", user, M), 1, "\red You hear someone fall", 2)
  			user.Weaken(5)
  		return
  
  /obj/item/toy/ammo/crossbow
  	name = "foam dart"
  
negative.code: 	attack_verb = list("struck", "pistol whipped", "hit", "bashed")
  	var/bullets = 7.0
  
  /obj/item/toy/gun/examine()
  	set src in usr
  
  	src.desc = text("There are [] cap\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
  	..()
  	return
  
  /obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
  
  	if (istype(A, /obj/item/toy/ammo/gun))
  		if (src.bullets >= 7)
  			user << "\blue It's already fully loaded!"
  			return 1
  		if (A.amount_left <= 0)
  			user << "\red There are no more caps!"
  			return 1
  		if (A.amount_left < (7 - src.bullets))
  			src.bullets += A.amount_left
  			user << text("\red You reload [] cap\s!", A.amount_left)
  			A.amount_left = 0
  		else
  			user << text("\red You reload [] cap\s!", 7 - src.bullets)
  			A.amount_left -= 7 - src.bullets
  			src.bullets = 7
  		A.update_icon()
  		return 1
  	return
  
  /obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
  	if (flag)
  		return
  	if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
  		usr << "\red You don't have the dexterity to do this!"
  		return
  	src.add_fingerprint(user)
  	if (src.bullets < 1)
  		user.show_message("\red *click* *click*", 2)
  		return
  	playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
  	src.bullets--
  	for(var/mob/O in viewers(user, null))
  		O.show_message(text("\red <B>[] fires the [src] at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
  
  /obj/item/toy/ammo/gun
  	name = "ammo-caps"
  