anchor.diff:  	status_type = STATUS_EFFECT_MULTIPLE
   	alert_type = null
   	tick_interval = 1
  -	var/mutable_appearance/beam_overlay
  +	var/obj/screen/seedling/seedling_screen_object
   	var/atom/target
  -	var/angle = 0
  +
   
   /datum/status_effect/seedling_beam_indicator/on_creation(mob/living/new_owner, target_plant)
   	. = ..()
  
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: 			return FALSE
  	return ..()
  
  /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"
  