anchor.diff:  		stoplag();\
   		EX_PREPROCESS_EXIT_CHECK\
   	}
  +
  +#define CREAK_DELAY 5 SECONDS //Time taken for the creak to play after explosion, if applicable.
  +#define FAR_UPPER 60 //Upper limit for the far_volume, distance, clamped.
  +#define FAR_LOWER 40 //lower limit for the far_volume, distance, clamped.
  +#define PROB_SOUND 75 //The probability modifier for a sound to be an echo, or a far sound. (0-100)
  +#define SHAKE_CLAMP 2.5 //The limit for how much the camera can shake for out of view booms.
  +#define FREQ_UPPER 40 //The upper limit for the randomly selected frequency.
  +#define FREQ_LOWER 25 //The lower of the above.
   
   /datum/explosion/New(atom/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog, ignorecap, flame_range, silent, smoke)
   	set waitfor = FALSE
  
positive.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/mob/M in GLOB.player_list)
  			// Double check for client
  			var/turf/M_turf = get_turf(M)
  			if(M_turf && M_turf.z == z0)
  
negative.code: 
  	++stopped
  	qdel(src)
  
  #undef CREAK_DELAY
  #undef FAR_UPPER
  #undef FAR_LOWER
  #undef PROB_SOUND
  #undef SHAKE_CLAMP
  #undef FREQ_UPPER
  #undef FREQ_LOWER
  
  #undef EX_PREPROCESS_EXIT_CHECK
  #undef EX_PREPROCESS_CHECK_TICK
  