anchor.diff:  	if(combatant_state == SEEDLING_STATE_ACTIVE && living_target && beam_id == solar_beam_identifier)
   		if(living_target.z == z)
   			update_icons()
  -			var/atom/A = get_turf(src)
  -			A.Beam(get_turf(living_target),"solar_beam",time=5, maxdistance=INFINITY,beam_type=/obj/effect/ebeam/solarbeam,beam_sleep_time = 0.5)
  +			var/obj/effect/temp_visual/solarbeam_killsat/S = new (get_turf(src))
  +			var/matrix/starting = matrix()
  +			starting.Scale(1,32)
  +			starting.Translate(0,520)
  +			S.transform = starting
  +			var/obj/effect/temp_visual/solarbeam_killsat/K = new (get_turf(living_target))
  +			var/matrix/final = matrix()
  +			final.Scale(1,32)
  +			final.Translate(0,512)
  +			K.transform = final
   			living_target.adjustFireLoss(30)
   			living_target.adjust_fire_stacks(0.2)//Just here for the showmanship
   			living_target.IgniteMob()
  
positive.code: 	status_type = STATUS_EFFECT_MULTIPLE
  	alert_type = null
  	tick_interval = 1
  	var/mutable_appearance/beam_overlay
  	var/atom/target
  	var/angle = 0
  
  /datum/status_effect/seedling_beam_indicator/on_creation(mob/living/new_owner, target_plant)
  	. = ..()
  
negative.code: 			return FALSE
  	return ..()
  
  /obj/effect/temp_visual/solarbeam_killsat
  	name = "beam of solar energy"
  	icon_state = "solar_beam"
  	icon = 'icons/effects/beam.dmi'
  	layer = LIGHTING_LAYER
  	duration = 5
  	randomdir = FALSE
  
  /datum/status_effect/seedling_beam_indicator
  	id = "seedling beam indicator"
  