anchor.diff:  	if(summonerchain)
   		qdel(summonerchain)
   		summonerchain = null
  -	if(enemychain)
  -		qdel(enemychain)
  -		enemychain = null
  -		enemy = null
  +	if(enemychains.len)
  +		for(var/chain in enemychains)
  +			qdel(chain)
  +		enemychains = list()
   
   /mob/living/simple_animal/hostile/guardian/beam/proc/chainshock(datum/beam/B)
   	var/list/turfs = list()
  
positive.code: 	for(var/turf in turfs)
  		var/turf/T = turf
  		for(var/mob/living/L in T)
  			if(!L.lying && L != B.origin && L != B.target && L != summoner)
  				if(ishuman(L))
  					var/mob/living/carbon/human/H = L
  					H.jitteriness += 1000
  					H.do_jitter_animation(jitteriness)
  					H.stuttering += 1
  					H.electrocution_animation(20)
  					spawn(20)
  						if(H)
  							H.jitteriness = max(H.jitteriness - 990, 10)
  				L.visible_message(
  					"<span class='danger'>[L] was shocked by the lightning chain!</span>", \
  					"<span class='userdanger'>You are shocked by the lightning chain!</span>", \
  					"<span class='italics'>You hear a heavy electrical crack.</span>" \
  				)
  				L.adjustFireLoss(7) //not actually a ton of damage, but it adds up
  
  ///////////////////Ranged
  /obj/item/projectile/guardian
  
negative.code: 			chainshock(summonerchain)
  		else
  			summonerchain = Beam(summoner,"lightning[rand(1,12)]",'icons/effects/effects.dmi',INFINITY, INFINITY,/obj/effect/ebeam/chain)
  	if(enemychains.len)
  		for(var/chain in enemychains)
  			if(!qdeleted(chain))
  				chainshock(chain)
  			else
  				enemychains -= chain
  
  /mob/living/simple_animal/hostile/guardian/beam/Destroy()
  	removechains()
  