anchor.diff:  	cover = new /obj/machinery/porta_turret_cover(loc)
   	cover.Parent_Turret = src
   
  +	setup()
  +
  +/obj/machinery/porta_turret/proc/setup()
   	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
   		sound = 1
   	else
  +		sound = null
  +
   		var/obj/item/weapon/gun/energy/E=new installation	//All energy-based weapons are applicable
   		var/obj/item/ammo_casing/shottype = E.ammo_type[1]
   		projectile = shottype.projectile_type
  
positive.code: 				shot_delay = 30
  
  			if(/obj/item/weapon/gun/energy/laser/redtag)
  				eprojectile = /obj/item/projectile/omnitag
  				lasercolor = "r"
  				req_access = list(access_maint_tunnels, access_theatre)
  				check_records = 0
  
negative.code: 
  		switch(E.type)
  			if(/obj/item/weapon/gun/energy/laser/bluetag)
  				eprojectile = /obj/item/projectile/bluetag
  				lasercolor = "b"
  				req_access = list(access_maint_tunnels, access_theatre)
  				check_records = 0
  