anchor.diff: -#define TURRET_STUN 0
  +w#define TURRET_STUN 0
   #define TURRET_LETHAL 1
   
   #define POPUP_ANIM_TIME 5
  
positive.code: 	if(target)
  		popUp()				//pop the turret up if it's not already up.
  		setDir(get_dir(base, target))//even if you can't shoot, follow the target
  		shootAt(target)
  		return 1
  	return
  
  /obj/machinery/porta_turret/proc/shootAt(atom/movable/target)
  	if(!raised) //the turret has to be raised in order to fire - makes sense, right?
  		return
  
  
negative.code: 	else if(!always_up)
  		popDown() // no valid targets, close the cover
  
  /obj/machinery/porta_turret/proc/randomize_shot_stagger()
  	shot_stagger = rand(0, min(2 SECONDS, round(shot_delay/3, world.tick_lag)))
  
  /obj/machinery/porta_turret/proc/tryToShootAt(list/atom/movable/targets)
  	while(targets.len > 0)
  		var/atom/movable/M = pick(targets)
  		targets -= M
  		if(target(M))
  			return 1
  
  /obj/machinery/porta_turret/proc/popUp()	//pops the turret up
  	if(!anchored)
  