anchor.diff:  		flame_range = min (MAX_EX_FLAME_RANGE, flame_range)
   
   	spawn(0)
  -		var/start = world.timeofday
  +		var/start = TimeOfHour
   		if(!epicenter) return
   
   		var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
  +		var/list/cached_exp_block = new
   
   		if(adminlog)
   			message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
  
positive.code: 		var/y0 = epicenter.y
  		var/z0 = epicenter.z
  
  		for(var/turf/T in trange(max_range, epicenter))
  
  			var/dist = cheap_hypotenuse(T.x, T.y, x0, y0)
  
negative.code: 								var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
  								I.throw_at(throw_at, throw_range, 2, no_spin = 1) //Throw it at 2 speed, this is purely visual anyway; don't spin the thrown items, it's very costly.
  */
  		var/timeofhour = TimeOfHour
  		var/took = round((start <= timeofhour) ? ((timeofhour-start)/10) : ((timeofhour-(start-36000))/10), 0.01)
  		//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes  to explosion code using this please so we can compare
  		if(Debug2)	world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
  
  