anchor.diff:  		return
   
   	//Exclude lasertag guns from the TRAIT_CLUMSY check.
  -	if(clumsy_check)
  -		if(istype(user))
  -			if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
  -				to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
  -				var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
  -				process_fire(user, user, FALSE, params, shot_leg)
  -				user.dropItemToGround(src, TRUE)
  -				return
  +	if(check_botched(user))
  +		return
   
   	if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
   		to_chat(user, "<span class='userdanger'>You need both hands free to fire \the [src]!</span>")
  
positive.code: 	SEND_SIGNAL(user, COMSIG_MOB_ITEM_SHOOTED)
  	process_fire(target, user, TRUE, params, null, bonus_spread)
  
  
  
  /obj/item/gun/can_trigger_gun(mob/living/user)
  	. = ..()
  
negative.code: 
  	if(zoomable)
  		azoom = new()
  		azoom.gun = src
  