anchor.diff:  	projectilesound = 'sound/items/bikehorn.ogg'
   	casingtype = null
   	Attackemote = "aims menacingly at"
  +	var/obj/item/weapon/gun/TrueGun = null
   	var/obj/item/weapon/gun/magic/Zapstick = list()
   	var/obj/item/weapon/gun/projectile/Pewgun = list()
   	var/obj/item/weapon/gun/energy/Zapgun = list()
  
positive.code: 	return
  
  /mob/living/simple_animal/hostile/mimic/copy/ranged/OpenFire(var/the_target)
  	walk(src, 0) //to stop retreating
  	if(Zapgun)
  		if(Zapgun.power_supply) //sanity
  			var/obj/item/ammo_casing/energy/shot = Zapgun.ammo_type[Zapgun.select]
  			if(Zapgun.power_supply.charge >= shot.e_cost) //if she can zap
  				Zapgun.power_supply.use(shot.e_cost)
  				..() //zap 'em
  			else
  				Getouttathere(the_target)
  		else
  			Getouttathere(the_target)
  	if(Zapstick)
  		if(Zapstick.charges)
  			Zapstick.charges--
  			..()
  		else
  			Getouttathere(the_target)
  	if(Pewgun)
  		if(Pewgun.chambered)
  			if(Pewgun.magazine)
  				if(Pewgun.magazine.stored_ammo.len)
  					var/obj/item/ammo_casing/TempBullet = Pewgun.magazine.get_round(0)
  					if(TempBullet.BB)
  						qdel(TempBullet)
  						..() //fire from mag
  					else
  						TempBullet.loc = src.loc //dump empty shell
  						TempBullet = null
  						visible_message("<span class='danger'>The <b>[src]</b> clears a jam!</span>")
  				else if(Pewgun.chambered.BB)
  					qdel(Pewgun.chambered)
  					..() //the last boolet
  			else if(Pewgun.chambered.BB) //just if would prob work
  				qdel(Pewgun.chambered)
  				..()
  			else
  				Getouttathere(the_target)
  		else
  			Getouttathere(the_target)
  	else //if somehow the mimic has no weapon
  		src.ranged = 0 //BANZAIIII
  		src.retreat_distance = 0
  		src.minimum_distance = 1
  	return
  
  //rather not make a new proc for this but can't figure out how to retreat otherwise. maybe make a generalized s_animal retreat proc
  /mob/living/simple_animal/hostile/mimic/copy/ranged/proc/Getouttathere(var/the_target)
  	walk_away(src, the_target) //needs improvement
  	if(prob(20))
  		visible_message("<span class='danger'>The <b>[src]</b> skedaddles outta there!</span>")
  	return
negative.code: 			melee_damage_lower = G.force - max(0, (G.force / 2))
  			move_to_delay = 2 * G.w_class + 1
  			projectilesound = G.fire_sound
  			TrueGun = G
  
  			if(istype(G, /obj/item/weapon/gun/magic))
  				Zapstick = G
  