anchor.diff:  
   			//capping damage
   			damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
  +			damage = max(min_damage, damage) //max integrity
   			if(damage > damage_archived && prob(10))
   				playsound(get_turf(src), 'sound/effects/empulse.ogg', 50, 1)
   
  
positive.code: #define CRITICAL_TEMPERATURE 10000
  
  #define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS
  
  GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
  
  
negative.code: 			supermatter_anomaly_gen(src, GRAVITATIONAL_ANOMALY, rand(5, 10))
  		if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2) || prob(0.3) && power > POWER_PENALTY_THRESHOLD)
  			supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10))
  	if (damage - damage_archived > 0)
  		min_damage += ((damage - damage_archived) / 10) ** SUPERMATTER_INTEGRITY_MULT
  	if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
  		if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
  			alarm()
  