anchor.diff:  
   /obj/item/gun/ui_action_click(mob/user, action)
   	if(istype(action, /datum/action/item_action/toggle_firemode))
  +		message_admins("Fireselector button hit")
   		fire_select()
   	else if(istype(action, /datum/action/item_action/toggle_safety))
   		toggle_safety(user)
  -	else
  +		message_admins("Safety button hit")
  +	else if(istype(action, /datum/action/item_action/toggle_scope_zoom))
  +		zoom(user, user.dir)
  +	else if(istype(action, alight))
  +		toggle_gunlight()
  +	else
  +		message_admins("something hit wrong with full auto")
   		..()
   
   /obj/item/gun/Initialize(mapload)
  
positive.code: 
  	gun_light = new_light
  
  /obj/item/gun/ui_action_click(mob/user, action)
  	if(istype(action, /datum/action/item_action/toggle_scope_zoom))
  		zoom(user, user.dir)
  	else if(istype(action, alight))
  		toggle_gunlight()
  
  /obj/item/gun/proc/toggle_gunlight()
  	if(!gun_light)
  		return
  
negative.code: 
  	//gun safeties
  	var/safety = TRUE /// Internal variable for keeping track whether the safety is on or off
  	var/has_gun_safety = FALSE/// Whether the gun actually has a gun safety
  	var/datum/action/item_action/toggle_safety/toggle_safety_action
  
  	//Firemodes
  