anchor.diff:  			if(!istype(A,/obj/machinery/power/emitter) && \
   				!istype(A,/obj/machinery/field/generator) && \
   				prob(15))
  -
   				explosion(src.loc, 4, 5, 6, 7, 0)
  -				playsound(src.loc, "explosion", 50, 1)
   			del(src)
   	return
   
  
positive.code: 	icon_state = "smallf"
  	pass_flags = PASSTABLE | PASSGRILLE
  
  /obj/effect/meteor/Move()
  	var/turf/T = src.loc
  	if (istype(T, /turf))
  		T.hotspot_expose(METEOR_TEMPERATURE, 1000)
  	..()
  	return
  
  /obj/effect/meteor/Bump(atom/A)
  	spawn(0)
  		for(var/mob/M in range(10, src))
  			if(!M.stat && !istype(M, /mob/living/silicon/ai)) //bad idea to shake an ai's view
  				shake_camera(M, 3, 1)
  		if (A)
  			A.meteorhit(src)
  			playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
  
negative.code: /var/const/meteor_wave_delay = 625 //minimum wait between waves in tenths of seconds
  //set to at least 100 unless you want evarr ruining every round
  
  