anchor.diff:  			else if(turret_flags & TURRET_FLAG_SHOOT_ANOMALOUS) //non humans who are not simple animals (xenos etc)
   				if(!in_faction(C))
   					targets += C
  +
   	for(var/A in GLOB.mechas_list)
   		if((get_dist(A, base) < scan_range) && can_see(base, A, scan_range))
   			var/obj/mecha/Mech = A
  
positive.code: 		return
  
  	shoot_cyborgs ? (turret_flags |= TURRET_FLAG_SHOOT_BORGS) : (turret_flags &= ~TURRET_FLAG_SHOOT_BORGS)
  	src.on = on
  	if(!on)
  		popDown()
  	src.mode = mode
  	power_change()
  
  
negative.code: 	if(on)
  		if(team_color == "blue")
  			if(istype(P, /obj/projectile/beam/lasertag/redtag))
  				toggle_on(FALSE)
  				addtimer(CALLBACK(src, .proc/toggle_on, TRUE), 10 SECONDS)
  		else if(team_color == "red")
  			if(istype(P, /obj/projectile/beam/lasertag/bluetag))
  				toggle_on(FALSE)
  				addtimer(CALLBACK(src, .proc/toggle_on, TRUE), 10 SECONDS)
  