anchor.diff:  			melee_damage_lower = G.force - max(0, (G.force / 2))
   			move_to_delay = 2 * G.w_class + 1
   			projectilesound = G.fire_sound
  +			TrueGun = G
   
   			if(istype(G, /obj/item/weapon/gun/magic))
   				Zapstick = G
  
positive.code: 	projectilesound = 'sound/items/bikehorn.ogg'
  	casingtype = null
  	Attackemote = "aims menacingly at"
  	var/obj/item/weapon/gun/magic/Zapstick = list()
  	var/obj/item/weapon/gun/projectile/Pewgun = list()
  	var/obj/item/weapon/gun/energy/Zapgun = list()
  
negative.code: 	return
  
  /mob/living/simple_animal/hostile/mimic/copy/ranged/OpenFire(var/the_target)
  	if(Zapgun)
  		if(Zapgun.power_supply) //sanity
  			var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.select]
  			if(Zapgun.power_supply.charge >= shot.e_cost) //if she can zap
  				Zapgun.power_supply.use(shot.e_cost)
  				Zapgun.update_icon()
  				..() //zap 'em
  	if(Zapstick)
  		if(Zapstick.charges)
  			Zapstick.charges--
  			Zapstick.update_icon()
  			..()
  	if(Pewgun)
  		if(Pewgun.chambered)
  			if(Pewgun.chambered.BB)
  				qdel(Pewgun.chambered.BB)
  				Pewgun.chambered.BB = null //because qdel takes too long, ensures icon update
  				Pewgun.chambered.update_icon()
  				..()
  			else
  				visible_message("<span class='danger'>The <b>[src]</b> clears a jam!</span>")
  			Pewgun.chambered.loc = src.loc //rip revolver immersions, blame shotgun snowflake procs
  			Pewgun.chambered = null
  			if(Pewgun.magazine && Pewgun.magazine.stored_ammo.len)
  				Pewgun.chambered = Pewgun.magazine.get_round(0)
  				Pewgun.chambered.loc = Pewgun
  			Pewgun.update_icon()
  		else if(Pewgun.magazine && Pewgun.magazine.stored_ammo.len) //only true for pumpguns i think
  			Pewgun.chambered = Pewgun.magazine.get_round(0)
  			Pewgun.chambered.loc = Pewgun
  			visible_message("<span class='danger'>The <b>[src]</b> cocks itself!</span>")
  
  	else //if somehow the mimic has no weapon
  		src.ranged = 0 //BANZAIIII
  		src.retreat_distance = 0
  		src.minimum_distance = 1
  	src.icon_state = TrueGun.icon_state
  	src.icon_living = TrueGun.icon_state
  	return