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: 		return FALSE
  	fire_projectile(user, target)
  	user.newtonian_move(get_dir(U, T))
  	remove_ranged_ability() //Auto-disable the ability once successfully performed
  	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)
  	if(projectile_damage_override != -1)
  		P.damage = projectile_damage_override
  		P.nodamage = TRUE
  		if(P.damage)
  			P.nodamage = FALSE
  	P.fire()
  	return TRUE
  
  
negative.code: 	var/active_msg = "You charge your projectile!"
  	var/base_icon_state = "projectile"
  	var/active_icon_state = "projectile"
  	var/list/projectile_var_overrides = list()
  	var/projectile_amount = 1	//Projectiles per cast.
  	var/current_amount = 1	//How many projectiles left.
  	var/clickdelay_override = -1
  
  /obj/effect/proc_holder/spell/aimed/Click()
  	var/mob/living/user = usr
  