anchor.diff:  	ammo_y_offset = 3
   	modifystate = FALSE
   	zoomable = TRUE
  -	zoom_amt = 20
  -	zoom_out_amt = 23
  +	zoom_amt = 17
  +	zoom_out_amt = 20
   	weapon_weight = WEAPON_HEAVY
   	w_class = WEIGHT_CLASS_BULKY
   	ammo_type = list(/obj/item/ammo_casing/energy/beam_rifle/hitscan)
  
positive.code: 		if(!istype(O, /obj/item))
  			if(O.level == 1)	//Please don't break underfloor items!
  				continue
  			O.take_damage(aoe_structure_damage, BURN, "laser", FALSE)
  
  /obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
  	if(!do_pierce)
  
negative.code: 			if(structure_pierce++ < structure_pierce_amount)
  				if(isobj(AM))
  					var/obj/O = AM
  					O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
  				loc = get_turf(AM)
  				return TRUE
  	return FALSE
  
  /obj/item/projectile/beam/beam_rifle/proc/get_damage_coeff(atom/target)
  	if(istype(target, /obj/machinery/door))
  		return 0.4
  	if(istype(target, /obj/structure/window))
  		return 0.5
  	return 1
  
  /obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
  	if(isobj(target))
  		var/obj/O = target
  		O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE)
  	if(isliving(target))
  		var/mob/living/L = target
  		L.adjustFireLoss(impact_direct_damage)
  