anchor.diff:  				M.drop_item()
   				return
   
  -	if(isliving(user))
  -		var/mob/living/L = user
  -		if(!can_trigger_gun(L))
  -			return
  +
   
   	process_fire(target,user,1,params)
   
  
positive.code: 		O.emp_act(severity)
  
  
  /obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this
  	if(flag) //It's adjacent, is the user, or is on the user's person
  		if(target in user.contents) //can't shoot stuff inside us.
  			return
  
negative.code: 		return 0
  
  	if(!handle_pins(user))
  		return 0
  
  	if(!can_shoot())
  		return 0
  
  	if(trigger_guard)
  