anchor.diff:  		return
   
   	shoot_cyborgs ? (turret_flags |= TURRET_FLAG_SHOOT_BORGS) : (turret_flags &= ~TURRET_FLAG_SHOOT_BORGS)
  -	src.on = on
  -	if(!on)
  -		popDown()
  +	toggle_on(on)
   	src.mode = mode
   	power_change()
   
  
positive.code: 	if(!anchored || (machine_stat & BROKEN) || !powered())
  		update_icon()
  		remove_control()
  
  /obj/machinery/porta_turret/attackby(obj/item/I, mob/user, params)
  	if(machine_stat & BROKEN)
  
negative.code: 		if(prob(20))
  			turret_flags |= TURRET_FLAG_SHOOT_ALL // Shooting everyone is a pretty big deal, so it's least likely to get turned on
  
  		toggle_on(FALSE)
  		remove_control()
  
  		addtimer(CALLBACK(src, .proc/toggle_on, TRUE), rand(60,600))
  
  /obj/machinery/porta_turret/take_damage(damage, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
  	. = ..()
  