anchor.diff:  		remove_ranged_ability(msg)
   	else
   		msg = "<span class='notice'>[active_msg]<B>Left-click to shoot it at a target!</B></span>"
  +		current_amount = projectile_amount
   		add_ranged_ability(user, msg, TRUE)
   
   /obj/effect/proc_holder/spell/aimed/update_icon()
  
positive.code: 	base_icon_state = "lightning"
  	sound = 'sound/magic/lightningbolt.ogg'
  	active = FALSE
  	var/tesla_range = 15
  	var/tesla_power = 20000
  	var/tesla_boom = FALSE
  	active_msg = "You energize your hand with arcane lightning!"
  	deactive_msg = "You let the energy flow out of your hands back into yourself..."
  
  /obj/effect/proc_holder/spell/aimed/lightningbolt/fire_projectile(mob/living/user, atom/target)
  	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)
  	if(projectile_damage_override != -1)
  		P.damage = projectile_damage_override
  		P.nodamage = TRUE
  		if(P.damage)
  			P.nodamage = FALSE
  	P.tesla_power = tesla_power
  	P.tesla_range = tesla_range
  	P.tesla_boom = tesla_boom
  	P.fire()
  	return TRUE
  
  /obj/effect/proc_holder/spell/aimed/fireball
  	name = "Fireball"
  
negative.code: 		return FALSE
  	fire_projectile(user, target)
  	user.newtonian_move(get_dir(U, T))
  	if(clickdelay_override >= 0)
  		user.changeNext_move(clickdelay_override)
  	else
  		user.changeNext_move(CLICK_CD_RANGE)
  	current_amount--
  	if(current_amount <= 0)
  		remove_ranged_ability() //Auto-disable the ability once you run out of bullets.
  	return TRUE
  
  /obj/effect/proc_holder/spell/aimed/proc/fire_projectile(mob/living/user, atom/target)
  	var/obj/item/projectile/P = new projectile_type(user.loc)
  	P.current = get_turf(user)
  	P.preparePixelProjectile(target, get_turf(target), user)
  	for(var/V in projectile_var_overrides)
  		if(P.vars[V])
  			P.vars[V] = projectile_var_overrides[V]
  	P.fire()
  	return TRUE
  
  