anchor.diff:  					if(baseshakeamount > 0 || devastation_range)
   						if(!baseshakeamount) // Devastating explosions rock the station and ground
   							baseshakeamount = devastation_range*3
  -						shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
  +						shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, SHAKE_CLAMP))
   				else if(M.can_hear() && !isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
   					var/echo_volume = 40
   					if(devastation_range)
   						baseshakeamount = devastation_range
  -						shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, 2.5))
  +						shake_camera(M, 10, clamp(baseshakeamount*0.25, 0, SHAKE_CLAMP))
   						echo_volume = 60
   					M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
   
   				if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
  -					addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(25, 40), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), 5 SECONDS)
  +					addtimer(CALLBACK(M, /mob/proc/playsound_local, epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
   
   	if(heavy_impact_range > 1)
   		var/datum/effect_system/explosion/E
  
positive.code: 						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
  					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
  						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
  
negative.code: 		var/on_station = SSmapping.level_trait(epicenter.z, ZTRAIT_STATION)
  		var/creaking_explosion = FALSE
  
  		if(prob(devastation_range*DEVISTATION_PROB+heavy_impact_range*HEAVY_IMPACT_PROB) && 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)
  