anchor.diff:  	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/current_amount = 0	//How many projectiles left.
   
   /obj/effect/proc_holder/spell/aimed/Click()
   	var/mob/living/user = usr
  
positive.code: /obj/effect/proc_holder/spell/aimed/InterceptClickOn(mob/living/caller, params, atom/target)
  	if(..())
  		return FALSE
  	if(!cast_check(0, ranged_ability_user))
  		remove_ranged_ability()
  		return FALSE
  	var/list/targets = list(target)
  
negative.code: 		return FALSE
  	fire_projectile(user, target)
  	user.newtonian_move(get_dir(U, T))
  	if(--current_amount <= 0)
  		remove_ranged_ability() //Auto-disable the ability once you run out of bullets.
  	return TRUE
  
  