anchor.diff:  						shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
   				// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
   				else if(dist <= far_dist)
  -					var/far_volume = clamp(far_dist/2, 40, 60) // Volume is based on explosion size and dist
  +					var/far_volume = clamp(far_dist/2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
   					if(creaking_explosion)
   						M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
  -					else if(prob(75)) // Sound variety during meteor storm/tesloose/other bad event
  +					else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
   						M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
   					else
   						M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
  
positive.code: 
  	++stopped
  	qdel(src)
  
  #undef EX_PREPROCESS_EXIT_CHECK
  #undef EX_PREPROCESS_CHECK_TICK
  
negative.code: 		if(prob(devastation_range*30+heavy_impact_range*5) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
  			creaking_explosion = TRUE // prob over 100 always returns true
  
  		for(var/MN in GLOB.player_list)
  			var/mob/M = MN
  			// Double check for client
  			var/turf/M_turf = get_turf(M)
  			if(M_turf && M_turf.z == z0)
  