anchor.diff:  					targets-=toshoot
   					if (prob(50) && emagged < 2)
   						emagged = 2
  +						set_weapon()
   						shootAt(toshoot)
   						emagged = 0
  +						set_weapon()
   					else
   						shootAt(toshoot)
   			else if(prob(50))
  
positive.code: 	//if(lastfired && world.time - lastfired < 100)
  
  	if(!projectile)
  		if(!lasercolor)
  			if (src.emagged == 2)
  				projectile = /obj/item/projectile/beam
  				shoot_sound = 'sound/weapons/laser.ogg'
  			else
  				projectile = /obj/item/projectile/energy/electrode
  				shoot_sound = 'sound/weapons/Taser.ogg'
  		else if(lasercolor == "b")
  			shoot_sound = 'sound/weapons/laser.ogg'
  			if (src.emagged == 2)
  				projectile = /obj/item/projectile/lasertag
  			else
  				projectile = /obj/item/projectile/lasertag/bluetag
  		else if(lasercolor == "r")
  			shoot_sound = 'sound/weapons/laser.ogg'
  			if (src.emagged == 2)
  				projectile = /obj/item/projectile/lasertag
  			else
  				projectile = /obj/item/projectile/lasertag/redtag
  
  	if (!( istype(U, /turf) ))
  		return
  
negative.code: 	qdel(src)
  
  
  /obj/machinery/bot/ed209/proc/set_weapon()  //used to update the projectile type and firing sound
  	shoot_sound = 'sound/weapons/laser.ogg'
  	if(src.emagged == 2)
  		if(lasercolor)
  			projectile = /obj/item/projectile/lasertag
  		else
  			projectile = /obj/item/projectile/beam
  	else
  		if(!lasercolor)
  			shoot_sound = 'sound/weapons/Taser.ogg'
  			projectile = /obj/item/projectile/energy/electrode
  		else if(lasercolor == "b")
  			projectile = /obj/item/projectile/lasertag/bluetag
  		else if(lasercolor == "r")
  			projectile = /obj/item/projectile/lasertag/redtag
  
  
  /obj/machinery/bot/ed209/proc/shootAt(var/mob/target)
  	if(lastfired && world.time - lastfired < shot_delay)
  		return
  