anchor.diff:  
   			spawn(50)
   
  -				broadcast_message("<span class=warning>Enemy ship ([S.name]) fired and hit! Hit location: [target.loc].</span>",error_sound,S) //so the message doesn't get there early
  +				broadcast_message("<span class=warning>Enemy ship ([S.name]) fired their [W.name] and hit! Hit location: [target.loc].</span>",error_sound,S) //so the message doesn't get there early
  +
   				for(var/mob/living/carbon/human/M in player_list)
   					if(!istype(M.loc.loc, /area/shuttle/ftl))
   						continue
  
positive.code: 		return
  	damage_ship(pick(S.components), W.attack_data , attacker)
  
  /datum/subsystem/ship/proc/attack_player(var/datum/starship/S,var/datum/ship_attack/attack_data)
  	if(prob(player_evasion_chance))
  		broadcast_message("<span class=notice> Enemy ship ([S.name]) fired but missed!</span>",success_sound,S)
  	else
  		if(SSstarmap.ftl_shieldgen && SSstarmap.ftl_shieldgen.is_active())
  			SSstarmap.ftl_shieldgen.take_hit()
  			broadcast_message("<span class=warning>Enemy ship ([S.name]) fired and hit! Hit absorbed by shields.",error_sound,S)
  			for(var/area/shuttle/ftl/A in world)
  				A << 'sound/weapons/Ship_Hit_Shields.ogg'
  		else
  
negative.code: 		for(var/datum/component/weapon/W in S.components)
  			if(world.time > W.next_attack && W.fire_rate)
  				W.next_attack = world.time + W.fire_rate + rand(1,100)
  				attack_player(S, W)
  	if(S.attacking_target)
  		if(S.attacking_target.planet != S.planet)
  			return
  