anchor.diff:  	qdel(temp)
   	if(pressure < TANK_FRAGMENT_PRESSURE)
   		return 0
  -	return (pressure/TANK_FRAGMENT_SCALE)
  +	return (pressure / TANK_FRAGMENT_SCALE)
   
   /obj/item/gun/blastcannon/afterattack(atom/target, mob/user, flag, params)
   	if((!bomb) || (!target) || (get_dist(get_turf(target), get_turf(user)) <= 2))
   		return ..()
   	var/power = calculate_bomb()
  -	qdel(bomb)
  +	QDEL_NULL(bomb)
   	update_icon()
   	var/heavy = power * 0.2
   	var/medium = power * 0.5
   	var/light = power
  -	user.visible_message("<span class='danger'>[user] opens \the [bomb] on \his [name] and fires a blast wave at \the [target]!</span>","<span class='danger'>You open \the [bomb] on your [name] and fire a blast wave at \the [target]!</span>")
  +	user.visible_message("<span class='danger'>[user] opens [bomb] on [user.p_their()] [name] and fires a blast wave at [target]!</span>","<span class='danger'>You open [bomb] on your [name] and fire a blast wave at [target]!</span>")
   	playsound(user, "explosion", 100, 1)
   	var/turf/starting = get_turf(user)
   	var/turf/targturf = get_turf(target)
  
positive.code: 		if(!T.tank_one || !T.tank_two)
  			to_chat(user, "<span class='warning'>What good would an incomplete bomb do?</span>")
  			return FALSE
  		if(!user.transferItemToLoc(O, src))
  			to_chat(user, "<span class='warning'>[O] seems to be stuck to your hand!</span>")
  			return FALSE
  		user.visible_message("<span class='warning'>[user] attaches [O] to [src]!</span>")
  		bomb = O
  		update_icon()
  		return TRUE
  	return ..()
  
  /obj/item/gun/blastcannon/proc/calculate_bomb()
  	if(!istype(bomb)||!istype(bomb.tank_one)||!istype(bomb.tank_two))
  		return 0
  	var/datum/gas_mixture/temp = new(60)	//directional buff.
  	temp.merge(bomb.tank_one.air_contents.remove_ratio(1))
  
negative.code: 
  /obj/item/projectile/blastwave/Range()
  	..()
  	var/amount_destruction = EXPLODE_NONE
  	if(heavyr)
  		amount_destruction = EXPLODE_DEVASTATE
  	else if(mediumr)
  		amount_destruction = EXPLODE_HEAVY
  	else if(lightr)
  		amount_destruction = EXPLODE_LIGHT
  	if(amount_destruction)
  		loc.ex_act(amount_destruction)
  	else
  		qdel(src)
  
  	heavyr = max(heavyr - 1, 0)
  	mediumr = max(mediumr - 1, 0)
  	lightr = max(lightr - 1, 0)
  
  /obj/item/projectile/blastwave/ex_act()
  	return