anchor.diff:  			return FALSE
   	return ..()
   
  -/obj/effect/ebeam/solarbeam
  +/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"
  
positive.code: 	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)
  			living_target.adjustFireLoss(30)
  			living_target.adjust_fire_stacks(0.2)//Just here for the showmanship
  			living_target.IgniteMob()
  
negative.code: 	pixel_y = -14
  	minimum_distance = 3
  	move_to_delay = 20
  	vision_range = 9
  	aggro_vision_range = 15
  	ranged = TRUE
  	ranged_cooldown_time = 10
  