anchor.diff:  	attack_verb = list("attacked", "struck", "hit")
   	var/bullets = 5
   
  -	/obj/item/toy/crossbow/examine()
  -		set src in view(2)
  -		..()
  -		if (bullets)
  -			usr << "\blue It is loaded with [bullets] foam darts!"
  -
  -	/obj/item/toy/crossbow/attackby(obj/item/I as obj, mob/user as mob)
  -		if(istype(I, /obj/item/toy/ammo/crossbow))
  -			if(bullets <= 4)
  -				user.drop_item()
  -				qdel(I)
  -				bullets++
  -				user << "\blue You load the foam dart into the crossbow."
  -			else
  -				usr << "\red It's already fully loaded."
  -
  -
  -	/obj/item/toy/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
  -		if(!isturf(target.loc) || target == user) return
  -		if(flag) return
  -
  -		if (locate (/obj/structure/table, src.loc))
  -			return
  -		else if (bullets)
  -			var/turf/trg = get_turf(target)
  -			var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
  -			bullets--
  -			D.icon_state = "foamdart"
  -			D.name = "foam dart"
  -			playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  -
  -			for(var/i=0, i<6, i++)
  -				if (D)
  -					if(D.loc == trg) break
  -					step_towards(D,trg)
  -
  -					for(var/mob/living/M in D.loc)
  -						if(!istype(M,/mob/living)) continue
  -						if(M == user) continue
  -						for(var/mob/O in viewers(world.view, D))
  -							O.show_message(text("\red [] was hit by the foam dart!", M), 1)
  -						new /obj/item/toy/ammo/crossbow(M.loc)
  +/obj/item/toy/crossbow/examine()
  +	set src in view(2)
  +	..()
  +	if (bullets)
  +		usr << "\blue It is loaded with [bullets] foam darts!"
  +
  +/obj/item/toy/crossbow/attackby(obj/item/I as obj, mob/user as mob)
  +	if(istype(I, /obj/item/toy/ammo/crossbow))
  +		if(bullets <= 4)
  +			user.drop_item()
  +			qdel(I)
  +			bullets++
  +			user << "\blue You load the foam dart into the crossbow."
  +		else
  +			usr << "\red It's already fully loaded."
  +
  +
  +/obj/item/toy/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
  +	if(!isturf(target.loc) || target == user) return
  +	if(flag) return
  +
  +	if (locate (/obj/structure/table, src.loc))
  +		return
  +	else if (bullets)
  +		var/turf/trg = get_turf(target)
  +		var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
  +		bullets--
  +		D.icon_state = "foamdart"
  +		D.name = "foam dart"
  +		playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  +
  +		for(var/i=0, i<6, i++)
  +			if (D)
  +				if(D.loc == trg) break
  +				step_towards(D,trg)
  +
  +				for(var/mob/living/M in D.loc)
  +					if(!istype(M,/mob/living)) continue
  +					if(M == user) continue
  +					for(var/mob/O in viewers(world.view, D))
  +						O.show_message(text("\red [] was hit by the foam dart!", M), 1)
  +					new /obj/item/toy/ammo/crossbow(M.loc)
  +					qdel(D)
  +					return
  +
  +				for(var/atom/A in D.loc)
  +					if(A == user) continue
  +					if(A.density)
  +						new /obj/item/toy/ammo/crossbow(A.loc)
   						qdel(D)
  -						return
  -
  -					for(var/atom/A in D.loc)
  -						if(A == user) continue
  -						if(A.density)
  -							new /obj/item/toy/ammo/crossbow(A.loc)
  -							qdel(D)
  -
  -				sleep(1)
  -
  -			spawn(10)
  -				if(D)
  -					new /obj/item/toy/ammo/crossbow(D.loc)
  -					qdel(D)
  -
  -			return
  -		else if (bullets == 0)
  -			user.Weaken(5)
  -			for(var/mob/O in viewers(world.view, user))
  -				O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
  -
  -
  -	/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
  -		src.add_fingerprint(user)
  +
  +			sleep(1)
  +
  +		spawn(10)
  +			if(D)
  +				new /obj/item/toy/ammo/crossbow(D.loc)
  +				qdel(D)
  +
  +		return
  +	else if (bullets == 0)
  +		user.Weaken(5)
  +		for(var/mob/O in viewers(world.view, user))
  +			O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
  +
  +
  +/obj/item/toy/crossbow/attack(mob/M as mob, mob/user as mob)
  +	src.add_fingerprint(user)
   
   // ******* Check
   
  -		if (src.bullets > 0 && M.lying)
  -
  -			for(var/mob/O in viewers(M, null))
  -				if(O.client)
  -					O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
  -					O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
  -
  -			playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  -			new /obj/item/toy/ammo/crossbow(M.loc)
  -			src.bullets--
  -		else if (M.lying && src.bullets == 0)
  -			for(var/mob/O in viewers(M, null))
  -				if (O.client)	O.show_message(text("\red <B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B>", user, M), 1, "\red You hear someone fall", 2)
  -			user.Weaken(5)
  -		return
  +	if (src.bullets > 0 && M.lying)
  +
  +		for(var/mob/O in viewers(M, null))
  +			if(O.client)
  +				O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
  +				O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
  +
  +		playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
  +		new /obj/item/toy/ammo/crossbow(M.loc)
  +		src.bullets--
  +	else if (M.lying && src.bullets == 0)
  +		for(var/mob/O in viewers(M, null))
  +			if (O.client)	O.show_message(text("\red <B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B>", user, M), 1, "\red You hear someone fall", 2)
  +		user.Weaken(5)
  +	return
   
   /obj/item/toy/ammo/crossbow
   	name = "foam dart"
  
positive.code: 	attack_verb = list("struck", "pistol whipped", "hit", "bashed")
  	var/bullets = 7.0
  
  	/obj/item/toy/gun/examine()
  		set src in usr
  
  		src.desc = text("There are [] cap\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
  		..()
  		return
  
  	/obj/item/toy/gun/attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
  
  		if (istype(A, /obj/item/toy/ammo/gun))
  			if (src.bullets >= 7)
  				user << "\blue It's already fully loaded!"
  				return 1
  			if (A.amount_left <= 0)
  				user << "\red There are no more caps!"
  				return 1
  			if (A.amount_left < (7 - src.bullets))
  				src.bullets += A.amount_left
  				user << text("\red You reload [] cap\s!", A.amount_left)
  				A.amount_left = 0
  			else
  				user << text("\red You reload [] cap\s!", 7 - src.bullets)
  				A.amount_left -= 7 - src.bullets
  				src.bullets = 7
  			A.update_icon()
  			return 1
  		return
  
  	/obj/item/toy/gun/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
  		if (flag)
  			return
  		if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
  			usr << "\red You don't have the dexterity to do this!"
  			return
  		src.add_fingerprint(user)
  		if (src.bullets < 1)
  			user.show_message("\red *click* *click*", 2)
  			return
  		playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
  		src.bullets--
  		for(var/mob/O in viewers(user, null))
  			O.show_message(text("\red <B>[] fires the [src] at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
  
  /obj/item/toy/ammo/gun
  	name = "ammo-caps"
  
negative.code: 	m_amt = 10
  	var/amount_left = 7.0
  
  /obj/item/toy/ammo/gun/update_icon()
  	src.icon_state = text("357-[]", src.amount_left)
  	src.desc = text("There are [] cap\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
  	return
  
  /*
   * Toy crossbow
  