anchor.diff:  /obj/machinery/porta_turret/power_change()
   	if(!anchored)
   		update_icon()
  +		remove_control()
   		return
   	if(stat & BROKEN)
   		update_icon()
  +		remove_control()
   	else
   		if( powered() )
   			stat &= ~NOPOWER
  
positive.code: 		auth_weapons = pick(0, 1)
  		stun_all = pick(0, 0, 0, 0, 1)	//stun_all is a pretty big deal, so it's least likely to get turned on
  
  		on=0
  		spawn(rand(60,600))
  			if(!on)
  				on=1
  
  	..()
  
  
negative.code: 	var/obj/machinery/porta_turret/P = target
  	if(!istype(P))
  		return
  	P.remove_control(FALSE)
  
  /obj/machinery/porta_turret/proc/give_control(mob/A)
  	if(manual_control || !can_interact(A))
  		return FALSE
  	remote_controller = A
  	if(!quit_action)
  