anchor.diff:  	if(on)
   		if(team_color == "blue")
   			if(istype(P, /obj/projectile/beam/lasertag/redtag))
  -				on = FALSE
  -				addtimer(VARSET_CALLBACK(src, on, TRUE), 10 SECONDS)
  +				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))
  -				on = FALSE
  -				addtimer(VARSET_CALLBACK(src, on, TRUE), 10 SECONDS)
  +				toggle_on(FALSE)
  +				addtimer(CALLBACK(src, .proc/toggle_on, TRUE), 10 SECONDS)
  
positive.code: 				cover.parent_turret = src	//assign the cover its parent_turret, which would be this (src)
  
  	if(!on || (machine_stat & (NOPOWER|BROKEN)) || manual_control)
  		return
  
  	var/list/targets = list()
  	for(var/mob/A in view(scan_range, base))
  
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)
  	. = ..()
  