anchor.diff:  		if(!installation)// if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
   			projectile = /obj/item/projectile/energy/electrode//holder for the projectile, here it is being set
   			eprojectile = /obj/item/projectile/beam//holder for the projectile when emagged, if it is different
  -			reqpower = 200
   			sound = 1
  -			iconholder = 1
   		else
  -			var/obj/item/weapon/gun/energy/E=new installation
  -					// All energy-based weapons are applicable
  +			var/obj/item/weapon/gun/energy/E=new installation // All energy-based weapons are applicable
  +			projectile = E.projectile_type
  +			eprojectile = projectile
  +
   			switch(E.type)
  +
   				if(/obj/item/weapon/gun/energy/laser/bluetag)
  -					projectile = /obj/item/projectile/bluetag
   					eprojectile = /obj/item/projectile/omnitag//This bolt will stun ERRYONE with a vest
  -					iconholder = null
  -					reqpower = 100
   					lasercolor = "b"
   					req_access = list(access_maint_tunnels,access_clown,access_mime)
   					check_records = 0
  
positive.code: 	var/gun_charge = 0		// the charge of the gun inserted
  	var/projectile = null	//holder for bullettype
  	var/eprojectile = null//holder for the shot when emagged
  	var/reqpower = 0 //holder for power needed
  	var/sound = null//So the taser can have sound
  	var/iconholder = null//holder for the icon_state
  	var/egun = null//holder to handle certain guns switching bullettypes
  
  	var/obj/machinery/porta_turret_cover/cover = null	// the cover that is covering this turret
  
negative.code: 	// any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power!
  
  	if(iconholder)
  		icon_state = "[lasercolor]orange_target_prism"
  	else
  		icon_state = "[lasercolor]target_prism"
  	if(sound)
  		playsound(src.loc, 'sound/weapons/Taser.ogg', 75, 1)
  	var/obj/item/projectile/A
  