anchor.diff:  	if(target)
   		popUp()				//pop the turret up if it's not already up.
   		setDir(get_dir(base, target))//even if you can't shoot, follow the target
  -		shootAt(target)
  +		INVOKE_ASYNC(src, .proc/shootAt, target)
   		return 1
   	return
   
  -/obj/machinery/porta_turret/proc/shootAt(atom/movable/target)
  +/obj/machinery/porta_turret/proc/shootAt(atom/movable/target, stagger_enabled = FALSE)
  +	if(stagger_enabled)
  +		randomize_shot_stagger()
  +		sleep(shot_stagger)
   	if(!raised) //the turret has to be raised in order to fire - makes sense, right?
   		return
   
  
positive.code: #define TURRET_STUN 0
  #define TURRET_LETHAL 1
  
  #define POPUP_ANIM_TIME 5
  
negative.code: 
  	var/last_fired = 0		//world.time the turret last fired
  	var/shot_delay = 15		//ticks until next shot (1.5 ?)
  	var/shot_stagger = 0		// sleep() shots to stagger attacks
  
  	var/check_records = 1	//checks if it can use the security records
  	var/criminals = 1		//checks if it can shoot people on arrest
  