anchor.diff:  
   		var/lighting_controller_was_processing = lighting_controller.processing	//Pause the lighting updates for a bit
   		lighting_controller.processing = 0
  -//		var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
  -//		if(defer_powernet_rebuild != 2)
  -//			defer_powernet_rebuild = 1
   
   		if(heavy_impact_range > 1)
   			var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
  
positive.code: 		sleep(8)
  
  		if(!lighting_controller.processing)	lighting_controller.processing = lighting_controller_was_processing
  //		if(!powernet_rebuild_was_deferred_already)
  //			if(defer_powernet_rebuild != 2)
  //				defer_powernet_rebuild = 0
  
  	return 1
  
  
negative.code: 				if(dist > 0)
  					T.ex_act(dist)
  
  			if(!ignorecap)
  			//--- THROW ITEMS AND PEOPLE AROUND ---
  				var/throw_dir = get_dir(epicenter,T)
  				for(var/atom/A in T)
  					spawn(0) //Simultaneously not one at a time
  						if(istype(A, /obj/item))
  							var/obj/item/I = A
  							if(!I.anchored)
  								var/throw_range = rand(throw_dist, max_range)
  								var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
  								I.throw_at(throw_at, throw_range,1)
  						if(istype(A, /mob/living))
  							var/mob/living/C = A
  							if(!C.anchored) //Not sure but you may or may not be thrown around even when buckled.
  								var/throw_range = rand(throw_dist, max_range)
  								var/turf/throw_at = get_ranged_target_turf(C, throw_dir, throw_range)
  								C.throw_at(throw_at, throw_range,1)
  								C << "\red The explosions force throws you back!"
  
  		var/took = (world.timeofday-start)/10
  		//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
  