anchor.diff:  	origin_tech = "combat=2;materials=2"
   	mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
   	fire_sound = 'sound/f13weapons/caravan_shotgun.ogg'
  +	heavy_weapon = 1
   
   /obj/item/weapon/gun/projectile/revolver/zipgun
   	name = "zipgun"
  
positive.code: 	fire_delay = 0
  	pin = /obj/item/device/firing_pin/implant/pindicate
  	action_button_name = null
  
  /obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/unrestricted
  	pin = /obj/item/device/firing_pin
  
negative.code: 	mag_load_sound = null
  	mag_unload_sound = null		//Shotguns have their own procs related to loading, unloading, etc.
  	chamber_sound = null
  	heavy_weapon = 1 //Added by Gomble - Use both yer hams.
  
  /obj/item/weapon/gun/projectile/shotgun/attackby(obj/item/A, mob/user, params)
  	var/num_loaded = magazine.attackby(A, user, params, 1)
  