anchor.diff:  
   			if(damage > emergency_point)
   				radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel, get_spans(), get_default_language())
  +				log_game("[emergency_alert] Integrity: [get_integrity()]%")
   				lastwarning = REALTIMEOFDAY
   				if(!has_reached_emergency)
   					investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
  
positive.code: 			continue
  		else if(i > 50)
  			speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
  		else
  			speaking = "[i*0.1]..."
  		radio.talk_into(src, speaking, common_channel, get_spans(), get_default_language())
  		sleep(10)
  
  
negative.code: 	for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
  		if(damage < explosion_point) // Cutting it a bit close there engineers
  			radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel, get_spans(), get_default_language())
  			log_game("[safe_alert] Failsafe has been disengaged.")
  			cut_overlay(causality_field, TRUE)
  			final_countdown = FALSE
  			return
  