anchor.diff:  					// If inside the blast radius + world.view - 2
   					if(dist <= round(max_range + world.view - 2, 1))
   						M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
  +						close += M
   
   						//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
  -
   					else if(dist <= far_dist)
   						var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
   						far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
   						M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
  +						close += M
   
  -		var/close = range(world.view+round(devastation_range,1), epicenter)
  +		//var/close = range(world.view+round(devastation_range,1), epicenter)
   		// to all distanced mobs play a different sound
  -		for(var/mob/M in world) if(M.z == epicenter.z) if(!(M in close))
  -			// check if the mob can hear
  -			if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space))
  -				M << 'sound/effects/explosionfar.ogg'
  +		for(var/mob/M in player_list) // What on made you decide to scan the world? //for(var/mob/M in world)
  +			if(M.z == epicenter.z)
  +				if(!(M in close))
  +					// check if the mob can hear
  +					if(M.ear_deaf <= 0 || !M.ear_deaf)
  +						if(!istype(M.loc,/turf/space))
  +							M << 'sound/effects/explosionfar.ogg'
  +
   		if(adminlog)
   			message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
  -			log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
  +			log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
  +
   
   		var/lighting_controller_was_processing = lighting_controller.processing	//Pause the lighting updates for a bit
   		lighting_controller.processing = 0
  
positive.code: 		far_dist += heavy_impact_range * 5
  		far_dist += devastation_range * 20
  		var/frequency = get_rand_frequency()
  		for(var/mob/M in player_list)
  			// Double check for client
  			if(M && M.client)
  
negative.code: 		for(var/turf/T in range(epicenter, max_range))
  			var/dist = cheap_pythag(T.x - x0,T.y - y0)
  
  			if(dist < devastation_range)
  				dist = 1
  			else if(dist < heavy_impact_range)
  				dist = 2
  			else if(dist < light_impact_range)
  				dist = 3
  			else
  				continue
  
  //			explotionCtrl.addTurfToGetHit(T, dist)
  			T.ex_act(dist)
  			if(T)
  				for(var/atom_movable in T.contents)	//bypass type checking since only atom/movable can be contained by turfs anyway
  