anchor.diff:  
   
   //POWPOW!...  Used to be afterattack.
  -	proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params)//TODO: go over this
  +	proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
   		if(istype(user, /mob/living))
   			var/mob/living/M = user
   			if ((CLUMSY in M.mutations) && prob(50)) ///Who ever came up with this...
  
positive.code: 				if(M)
  					M.NotTargeted(src)
  			del(target)
  			usr.visible_message("\blue [usr] lowers \the [src]...")
  			return 0
  		return 1
  
  
negative.code: 	attack(mob/living/M as mob, mob/living/user as mob, def_zone)
  		if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber() && !mouthshoot) //Suicide handling.
  			mouthshoot = 1
  			M.visible_message("\red \The [user] sticks their gun in their mouth, ready to pull the trigger...")
  			if(!do_after(user, 40))
  				M.visible_message("\blue \The [user] decided life was worth living")
  				mouthshoot = 0
  				return
  			if(istype(src.in_chamber, /obj/item/projectile/bullet) && !istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) && !istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag))
  				M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a projectile weapon.")
  				M.apply_damage(85, BRUTE, "chest")
  				M.visible_message("\red \The [user] pulls the trigger.")
  			else if(istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) || istype(src.in_chamber, /obj/item/projectile/energy/electrode))
  				M.apply_damage(10, BURN, "head", used_weapon = "Suicide attempt with a stun round.")
  				M.visible_message("\red \The [user] pulls the trigger, but luckily it was a stun round.")
  			else if(istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag))
  				M.apply_damage(20, BRUTE, "head", used_weapon = "Suicide attempt with a beanbag.")
  				M.visible_message("\red \The [user] pulls the trigger, but luckily it was a stun round.")
  			else if(istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy))
  				M.apply_damage(75, BURN, "head", used_weapon = "Suicide attempt with an energy weapon")
  				M.apply_damage(85, BURN, "chest")
  				M.visible_message("\red \The [user] pulls the trigger.")
  			else
  				M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a gun")
  				M.apply_damage(85, BRUTE, "chest")
  				M.visible_message("\red \The [user] pulls the trigger. Ow.")
  			del(in_chamber)
  			mouthshoot = 0
  			return
  		else if(user.a_intent == "hurt" && load_into_chamber() && (istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy)\
  		 || istype(src.in_chamber, /obj/item/projectile/bullet)) && !istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank shooting.
  			//Lets shoot them, then.
  			user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
  			if(silenced)
  				playsound(user, fire_sound, 10, 1)
  			else
  