anchor.diff:  	spark_system = new /datum/effect/effect/system/spark_spread
   	spark_system.set_up(5, 0, src)
   	spark_system.attach(src)
  -	sleep(10)
  +
  +	cover = new /obj/machinery/porta_turret_cover(loc)
  +	cover.Parent_Turret = src
  +
   	if(!installation)	//if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
   		projectile = /obj/item/projectile/energy/electrode	//holder for the projectile, here it is being set
   		eprojectile = /obj/item/projectile/beam				//holder for the projectile when emagged, if it is different
  
positive.code: 			if(isprox(I))
  				build_step = 5
  				user << "<span class='notice'>You add the prox sensor to the turret.</span>"
  				del(I)
  				return
  
  
negative.code: 					I:amount -= 2
  					icon_state = "turret_frame2"
  					if(I:amount <= 0)
  						user.before_take_item(I)
  						del(I)
  				else
  					user << "<span class='warning'>You need two sheets of metal for that.</span>"
  				return
  
  			else if(istype(I, /obj/item/weapon/wrench))
  				playsound(loc, 'sound/items/Ratchet.ogg', 75, 1)
  