anchor.diff:  
   	var/lastangle = 0
   	var/aiming_lastangle = 0
  +	var/last_aim_beam = 0
   	var/mob/current_user = null
   	var/list/obj/effect/projectile/tracer/current_tracers
   
  
positive.code: 	if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
  		return
  	process_aim()
  	if(aiming_time_left <= aiming_time_fire_threshold && check_user())
  		sync_ammo()
  		afterattack(M.client.mouseObject, M, FALSE, M.client.mouseParams, passthrough = TRUE)
  	stop_aiming()
  	QDEL_LIST(current_tracers)
  	return ..()
  
  /obj/item/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
  	if(flag) //It's adjacent, is the user, or is on the user's person
  		if(target in user.contents) //can't shoot stuff inside us.
  			return
  		if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
  			return
  		if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
  			return
  	if(!passthrough && (aiming_time > aiming_time_fire_threshold))
  		return
  	if(lastfire > world.time + delay)
  		return
  	lastfire = world.time
  	. = ..()
  	stop_aiming()
  
  /obj/item/gun/energy/beam_rifle/proc/sync_ammo()
  
negative.code: 		targloc = get_turf_in_angle(lastangle, curloc, 10)
  	P.preparePixelProjectile(targloc, current_user, current_user.client.mouseParams, 0)
  	P.fire(lastangle)
  	last_aim_beam = world.time
  
  /obj/item/gun/energy/beam_rifle/process()
  	if(!aiming)
  