anchor.diff:  	var/obj/item/projectile/P = new projectile_type(user.loc)
   	P.current = get_turf(user)
   	P.preparePixelProjectile(target, get_turf(target), user)
  +	if(projectile_damage_override != -1)
  +		P.damage = projectile_damage_override
  +		P.nodamage = TRUE
  +		if(P.damage)
  +			P.nodamage = FALSE
   	P.fire()
   	return TRUE
   
  
positive.code: 	var/obj/item/projectile/magic/aoe/lightning/P = new /obj/item/projectile/magic/aoe/lightning(user.loc)
  	P.current = get_turf(user)
  	P.preparePixelProjectile(target, get_turf(target), user)
  	P.tesla_power = tesla_power
  	P.tesla_range = tesla_range
  	P.tesla_boom = tesla_boom
  
negative.code: 	var/active_msg = "You charge your projectile!"
  	var/base_icon_state = "projectile"
  	var/active_icon_state = "projectile"
  	var/projectile_damage_override = -1
  
  /obj/effect/proc_holder/spell/aimed/Click()
  	var/mob/living/user = usr
  