anchor.diff:  			pixel_x = pixel_x_offset
   			pixel_y = pixel_y_offset
   		else
  -			animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags_1 = ANIMATION_END_NOW)
  +			animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
   		old_pixel_x = pixel_x_offset
   		old_pixel_y = pixel_y_offset
   		if(can_hit_target(original, permutated))
  
positive.code: 	canMouseDown = TRUE
  	pin = null
  	var/aiming = FALSE
  	var/aiming_time = 7
  	var/aiming_time_fire_threshold = 2
  	var/aiming_time_left = 7
  	var/aiming_time_increase_user_movement = 3
  	var/scoped_slow = 1
  	var/aiming_time_increase_angle_multiplier = 0.3
  
  
negative.code: 		return
  	check_user()
  	handle_zooming()
  	aiming_time_left = min(0, aiming_time_left - (world.time - lastprocess))
  	aiming_beam(TRUE)
  	lastprocess = world.time
  
  /obj/item/gun/energy/beam_rifle/proc/check_user(automatic_cleanup = TRUE)
  	if(!istype(current_user) || !isturf(current_user.loc) || !(src in current_user.held_items) || current_user.incapacitated())	//Doesn't work if you're not holding it!
  