anchor.diff:  	var/randomspread = 0 //use random spread for machineguns, instead of shotgun scatter
   	var/projectile_delay = 0
   	var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect	//the visual effect appearing when the weapon is fired.
  +	var/kickback = TRUE //Will using this weapon in no grav push mecha back.
   
   /obj/item/mecha_parts/mecha_equipment/weapon/can_attach(obj/mecha/combat/M)
   	if(..())
  
positive.code: 		playsound(chassis, fire_sound, 50, 1)
  
  		sleep(max(0, projectile_delay))
  
  	chassis.log_message("Fired from [src.name], targeting [target].")
  	return 1
  
  
negative.code: 	energy_drain = 200
  	equip_cooldown = 150
  	range = MELEE|RANGED
  	kickback = FALSE
  
  /obj/item/mecha_parts/mecha_equipment/weapon/honker/can_attach(obj/mecha/combat/honker/M)
  	if(..())
  