anchor.diff:  
   /obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
   	if(!primed)
  +		primed = TRUE
   		playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
  -		primed = 1
   		icon_state = "Gibtonite active"
   		var/turf/bombturf = get_turf(src)
   		var/area/A = get_area(bombturf)
  
positive.code: 	item_state = "Gibtonite ore"
  	w_class = WEIGHT_CLASS_BULKY
  	throw_range = 0
  	var/primed = 0
  	var/det_time = 100
  	var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better
  	var/attacher = "UNKNOWN"
  
  /obj/item/weapon/twohanded/required/gibtonite/Destroy()
  	qdel(wires)
  
negative.code: 		else
  			user.visible_message("<span class='warning'>[user] strikes \the [src], causing a chain reaction!</span>", "<span class='danger'>You strike \the [src], causing a chain reaction.</span>")
  			log_game("[key_name(user)] has primed a [name] for detonation at [A][COORD(bombturf)]")
  		det_timer = addtimer(CALLBACK(src, .proc/detonate, notify_admins), det_time, TIMER_STOPPABLE)
  	
  /obj/item/weapon/twohanded/required/gibtonite/proc/detonate(notify_admins)
  	if(primed)
  		switch(quality)
  			if(GIBTONITE_QUALITY_HIGH)
  				explosion(src,2,4,9,adminlog = notify_admins)
  			if(GIBTONITE_QUALITY_MEDIUM)
  				explosion(src,1,2,5,adminlog = notify_admins)
  			if(GIBTONITE_QUALITY_LOW)
  				explosion(src,0,1,3,adminlog = notify_admins)
  		qdel(src)
  
  /obj/item/weapon/ore/Initialize()
  	..()
  