anchor.diff:  	ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
   	cell_type = /obj/item/stock_parts/cell/beam_rifle
   	canMouseDown = TRUE
  +	//Cit changes: beam rifle stats.
  +	slowdown = 1
  +	item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | NEEDS_PERMIT
   	pin = null
   	var/aiming = FALSE
  -	var/aiming_time = 12
  +	var/aiming_time = 14
   	var/aiming_time_fire_threshold = 5
  -	var/aiming_time_left = 12
  -	var/aiming_time_increase_user_movement = 3
  -	var/scoped_slow = 1
  -	var/aiming_time_increase_angle_multiplier = 0.3
  +	var/aiming_time_left = 14
  +	var/aiming_time_increase_user_movement = 7
  +	var/aiming_time_increase_angle_multiplier = 0.30
   	var/last_process = 0
   
   	var/lastangle = 0
   	var/aiming_lastangle = 0
   	var/mob/current_user = null
   	var/list/obj/effect/projectile/tracer/current_tracers
  -
  -	var/structure_piercing = 2				//Amount * 2. For some reason structures aren't respecting this unless you have it doubled. Probably with the objects in question's Bump() code instead of this but I'll deal with this later.
  +	
  +	var/structure_piercing = 1
   	var/structure_bleed_coeff = 0.7
   	var/wall_pierce_amount = 0
   	var/wall_devastate = 0
   	var/aoe_structure_range = 1
  -	var/aoe_structure_damage = 50
  -	var/aoe_fire_range = 2
  -	var/aoe_fire_chance = 40
  +	var/aoe_structure_damage = 35
  +	var/aoe_fire_range = 1
  +	var/aoe_fire_chance = 100
   	var/aoe_mob_range = 1
  -	var/aoe_mob_damage = 30
  -	var/impact_structure_damage = 60
  -	var/projectile_damage = 30
  +	var/aoe_mob_damage = 20
  +	var/impact_structure_damage = 75
  +	var/projectile_damage = 40
   	var/projectile_stun = 0
   	var/projectile_setting_pierce = TRUE
  -	var/delay = 25
  +	var/delay = 30
   	var/lastfire = 0
   
   	//ZOOMING
  
positive.code: /obj/item/gun/energy/beam_rifle/proc/handle_zooming()
  	if(!zooming || !check_user())
  		return
  	current_user.client.change_view(world.view + zoom_target_view_increase)
  	zoom_current_view_increase = zoom_target_view_increase
  	set_autozoom_pixel_offsets_immediate(zooming_angle)
  
  /obj/item/gun/energy/beam_rifle/proc/start_zooming()
  	if(zoom_lock == ZOOM_LOCK_OFF)
  		return
  	zooming = TRUE
  
  /obj/item/gun/energy/beam_rifle/proc/stop_zooming(mob/user)
  	if(zooming)
  
negative.code: 	projectile_setting_pierce = !projectile_setting_pierce
  	to_chat(user, "<span class='boldnotice'>You set \the [src] to [projectile_setting_pierce? "pierce":"impact"] mode.</span>")
  	aiming_beam()
  
  /obj/item/gun/energy/beam_rifle/Initialize()
  	. = ..()
  