anchor.diff:  	var/auth_weapons = 0	//checks if it can shoot people that have a weapon they aren't authorized to have
   	var/stun_all = 0		//if this is active, the turret shoots everything that isn't security or head of staff
   	var/check_anomalies = 1	//checks if it can shoot at unidentified lifeforms (ie xenos)
  -	var/shoot_unloyal = 0	//checks if it can shoot people that aren't loyalty implantd
  -
  +	var/shoot_unloyal = 0	//checks if it can shoot people that aren't loyalty implanted and who arent heads
  +	var/shoot_cyborgs = 0 // checks if it can shoot people that are cyborgs
  +	var/shoot_heads_of_staff = 0 // checks if it can shoot at heads of staff
   	var/attacked = 0		//if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!)
  -
  +	
   	var/on = TRUE				//determines if the turret is on
   
  -	var/list/faction = list("turret") // Same faction mobs will never be shot at, no matter the other settings
  +	var/list/faction = list("turret" ) // Same faction mobs will never be shot at, no matter the other settings
   
   	var/datum/effect_system/spark_spread/spark_system	//the spark system, used for generating... sparks?
   
  
positive.code: 
  	if(shoot_unloyal)
  		if (!HAS_TRAIT(perp, TRAIT_MINDSHIELD))
  			threatcount += 4
  
  	return threatcount
  
  
  
negative.code: 
  /obj/machinery/porta_turret/proc/assess_perp(mob/living/carbon/human/perp)
  	var/threatcount = 0	//the integer returned
  	
  	if(obj_flags & EMAGGED)
  		return 10	//if emagged, always return 10.
  
  