anchor.diff:  	minimum_distance = 6
   	projectiletype = /obj/item/projectile/magic/
   	projectilesound = 'sound/items/bikehorn.ogg'
  -	casingtype = null //todo: drop shells
  +	casingtype = null
   	Attackemote = "aims menacingly at"
  -	var/shotsleft = 100 //so guns can run out of ammo
  -	var/list/autochargingguns = list(/obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/gun/energy/gun/nuclear, /obj/item/weapon/gun/energy/laser/captain)
  -
  +	var/obj/item/weapon/gun/magic/Zapstick = list()
  +	var/obj/item/weapon/gun/projectile/Pewgun = list()
  +	var/obj/item/weapon/gun/energy/Zapgun = list()
   
   /mob/living/simple_animal/hostile/mimic/copy/ranged/New(loc, var/obj/copy, var/mob/living/creator, var/destroy_original = 0)
   	..()
  +
   
   /mob/living/simple_animal/hostile/mimic/copy/ranged/CopyObject(var/obj/O, var/mob/living/creator, var/destroy_original = 0)
   	if(destroy_original || CheckObject(O))
  
positive.code: 		return 1
  	return
  
  /mob/living/simple_animal/hostile/mimic/copy/ranged/Shoot()
  	..()
  	if(shotsleft)
  		shotsleft--
  		if(shotsleft <= 0) //melee when out of ammo
  			src.ranged = 0 //of questionable necessity
  			src.minimum_distance = 1
  			src.retreat_distance = 0
  	return
negative.code: //animated blasters, wands, etc
  //
  
  /mob/living/simple_animal/hostile/mimic/copy/ranged
  	name = "animated shooty gun"
  	desc = "there's something fishy here."
  	environment_smash = 0 //needed? seems weird for them to do so
  